Comet people. Relate the churchill to the comet if you must. None of this 20 post rants about churchill UP in comet thread.
But the Comet is a boring topic right now. It seems mostly okay. It may be slightly UP (or slightly too expensive for it's performance) but it isn't so bad that I'd start a thread about it.
fun fact the recon pass comes from the base and sweeps to the point you activate the ability of the major and then continues across the map. So you can basically construct a line in your head from the base to the point you click to the area you want recon off. This can be done from the FRP without moving the major
On most maps you can basically cover somewhat over 80% with it
I think the OP plays 4v4, where the recon pass is most useful in providing sight for someone's call-in to counter on-map arty. In that case, you do have to stop the FRP, walk to a good aiming point, use the ability, then walk back. There isn't any other solution besides playing Tactical Support.
In general, it doesn't seem like the USF's vision options are much worse than any other faction. It'd be better if the M20 were more viable or if pathfinders were in more commanders.
I wasn't talking about the Tiger specifically. It gets a lot better at Vet 2, but so do most other heavies. If you think the Tiger was the only heavy that got nerfed hard, you probably haven't used any other heavy.
Hello,
its about the 82mm mortar build in the support weapon kompaneya, more precise the Flare ability.
It just doesnt work.
By that i mean it wont fire.
The team adjusts the weapon, the Flare Icon gets a cooldown but nothing happens from there.
I can wait minutes without the mortar doing anything.
Since the unit obviously is trying to get the ability off, it does not barrage targets with HE during that time.
As soon as i cancel the ability, i am being refunded the ammo cost and the cooldown resets.
It is like this since i can remember, it never worked for me.
120mm flare works, sniper flare works, 82mm doesnt.
Is it intended?
Did they want the flare to be removed from the unit and forgot to remove the ablity icon? what is it?
I don't think it's intended, but I have this bug fairly often. I don't know what triggers it. I've tried stopping and refacing but not really been able to determine why it bugs.
Which is never the case. Cause mostly no one has the time or will to run a test 30/50 times.
People makes bias selection on the type of information that fits their narrative. For me i put the same weight in the information provided by MMX as what Tightrope has provided and then considered which one has a higher probability to show what is true based on sample size.
It's simple human psychology. We weight negative outcomes doubly than positive ones.
Ask someone to bet money and only when they can win double of what they can lose they start to be comfortable in their decision (coin toss, bet $10 to win $30 total not $20).
Same in games with buffs and nerfs. It's also interesting seeing the effects of placebo nerfs as well. There's been cases in MOBAS when they announced nerfs on a changelog but never implemented them and still a character would drop in win%.
The changes that the balance team did were so small that you'd have to run some of these tests a lot more than 50 times to see if it made much of a difference. Having used all of the heavies except the TA since the patch, they all seem a little underwhelming for AI at vet0, but start to get good at vet 1 and are really good at vet 3. Also, the Brumbar comes a lot quicker and doesn't have to vet up before being good. The little bit of armor added feels like it made it much more durable so many players are getting it instead of waiting for a Tiger.
Then how comes nobody uses it anymore? Whereas 222 gets used almost every game. Now please dont give me a response like "because Stuart and Flak HT are OP"
It's still used occasionally by nobodies like me (rank 100 on a good day) against even worse nobodies (rank 1000+) with build orders of engie, mg, mg, engie, T2, Pgren (or throwing in the occasional ass gren or Pgren).
Against better players I don't build them because they'll have a 222 and I won't be able to get much use out of it. The side tech will slow me down. I'll likely end up behind in tech. I'll lose a bar upgrade that rifles will need, about when rifles start to need the upgrades. I'll be behind in getting a tank out, etc, etc. There are just too many risks for not a lot of benefit. The long range DPS isn't good, so your opponent having a unit with a snare makes it difficult to use.
It's still okay against ass gren builds. I still get the M20 occasionally. The biggest negative is that it gets destroyed easily by the 222 that comes at about the same time, and costs less if you factor in the side tech and armor skirts. I build them mostly to put mines on the flanks.
the only sandbags i see a problem with are the ones built next to a flag. the micro for that is so annoying and it adds no real gameplay value. suggest a dead zone around the flag pole
Better yet, remove the flag poles. They don't really serve a purpose besides occasionally making one of my turretless-TD's waddle long enough to die to an AT gun.
I tried it a few days ago and had the same experience, but don't really think the Katy needs any buffs. It's already my favorite rocket arty. The PWerfer has to move closer to get any chance to wipe anything, which makes it a lot more vulnerable. The Walking Stuka is too good against Soviets but usually not good enough against USF. The calliope has the same problem as the PWerfer, meaning it has to be close to be effective but it has a ton more armor and hit points.
If there is any rocket arty that needs a buff, it is the land mattress. If the balance team was going to change (not necessarily buff) one, I'd vote for the Walking stuka - give it a lot smaller wipe radius but a larger AOE with suppression (maybe 20 seconds).