Smash retreat? That's the worst thing you can do, a competent player will just set the rockets on retreat path
Yeah a close range Katy is great. That's because it follows the rules of range, just like every other artillery piece in the game |
No highly mobile FRP pls.
Rather see the suggestion of OP implemented, although I'd like it even more if all FRP's got removed.
+1 |
The walking stuka is great against people who dont move their units when they hear the rocket launch.
The walking stuka is bad against people who do move their units when they hear the rocket launch.
What's that make the katyusha then? You can easily dodge 3/4 of the rockets if you're paying attention. And "just move" is BS, you can easily lose team weapons even if you move them right away. Not likes there's flares telling you where they are falling...
Really don't think any artillery unit should ignore the LoS and range rules that effect the rest of them |
Just add to halftrack upgrade that turned it into immobile FRP.
No that Commander is already strong enough. You get call-in infantry, a better P4, AND a tiger Ace. If they put forward retreat back on that Commander like the bug did, that Commander will be way too strong
If it's getting added it should be on a different Commander |
UKF has none of that and even doctrinally they only really have Commandos arriving at CP3 which is almost not even viable with the Vanguard Regiment becuase of the rediculos MP cost of calling in the glider.
Commandos are viable in every form they come in. The vangaurd glider gives you the officer AND can act as a forward retreat, its worth the cost
They are a completely different role from tommies, so they are not an alternative, but in that role they are plenty strong/viable |
If they required the Tier 3 to be teched before being able to purchase the bolster upgrade I feel like that would make 5-man section spam a bit weaker.
This seems pretty reasonable. Was also thinking they could make it an upgrade you have to buy for each squad, even after you buy the bolster tech (make it cheaper and lock behind t3). Maybe make it take up a weapon slot too |
I am sorry if my posts are not clear on the matter, but please understand I am largely arguing on the assumption that the AA nerf goes through, in which case veterancy is no assurance.
You make a point on the use of WP; I typically avoid it but certainly believe you on it being more effective (though I am not aware that it prevents tanks from firing). Still, it is not a free ability (for good reason) and is locked behind veterancy. Hardly reason alone to invest in a pack howitzer.
Understand that I am not asking for buffs to barrage unless the autoattack is nerfed or removed.
Okay so we are mostly in agreement on what matters, cause Im with you on the last sentence there
The WP barrage is fantastic though, and its only 25 muni so very affordable. And it definitely prevents main gun firing, even for a short duration after leaving the WP smoke. This applies to friendly units as well |
You also need veterancy for the two halfway useful barrages for the pack howitzer, HEAT (veterancy 2 iirc) and the less often used WP barrage (veterancy 1 iirc). The regular barrage only gets used for shelling the schwere panzer hq and falls away in that task once HEAT is available. It is too inaccurate and low-damage to keep an enemy off of, say, a capture point, and neither is it any more capable of displacing team weapons than the mortar is.
Less often used WP barrage? I use that all the time. It's great to throw at aggressive bghqs to stall infantry, and it's awesome at doing exactly what you just said the regular barrage isn't great for: displacing weapon teams.
Good damage, blocks vision, AND slows them down if they try to retreat/re-position away from the barrage. Also temporarily disables main gun of tanks. So many reasons to use it
Getting a pak Howy to vet up is not difficult by any means. Only hard to keep alive if any rocket/heavy arty starts targeting it |
Heat barrage has a fuse time. I mean, you could have the exact same argument about the Lefh or Ml20 or Priest. the 3 units you mention are actually much more deadly vs low health squads and all of them have a much higher survivability rate in case of being attacked.
HEAT barrage does not have a fuse time
The 3 units you just mentioned all cost more MP and have a fuel cost? Would be interesting to add fuel cost to pak Howy with barrage buff/AA nerf
I never insulted you and answered each of your wrong assumed questions.
Lol okay buddy |
The pakhowi already doesn't OS any full life squad so your first paragraph is out of subject, what you're proposing then isn't going to make its detractors happiest since it will be subject to kill more wounded models per shot. Low health squads are going to suffer much more from your change.
Then don't hang low health squads around while shells are landing nearby? "My change" is exactly what happened to ISU152 , 120mm mortar, brumbarr, and several other powerful AOE weapons
Also as I just pointed out the HEAT barrage is very capable of killing things. It does 80+ damage in just under a 2.5 radius or so
Idk why you keep saying it's barrage needs to be good. They are good. You have 3 types to choose from, all of which are useful |