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znynfuraxb93(vyx)ubgznvy.pbz
Register Time: 17 Feb 2015, 17:36 PM
Last Visit Time: 24 Nov 2022, 07:31 AM
Steam: 76561198016005582
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Game Name: LimaOscarMike
churchill already have high HP but there is something wrong inside this kind of unit such as this churchill and kv1 they pretend that they didn't use a same gun as T-34 for KV-1 or cromwell for churchill these unit missed a lot of shot like they pretend it to. just replace their gun stats with their own medium tank would be great so they can become infantry support tank buff it other than that will create an issue with these kind of unit. it fine if they didn't good again tank but they actually need to be infantry support tank
In WBP, commando sprint has a 25-out-of-combat requirement, after ambush has been bugfixed (long story, but we can't adjust that value).
In any case, though, passive, involuntary sprint on a short-range unit is more of a curse than a blessing.
Why? Every time you manage to flank something, they usually pack up and /retreat. The thing you usually do in these cases is you "see off" the retreating squad with your squad, trying to keep the enemy squad as close to you as they retreat.
However, if your squad is sprinting, they aren't shooting, and if you aren't shooting, you aren't dealing any damage. Thus, if you pull a successful flank, and your sprint kicks in, that basically amounts to nothing.
In short, involuntary sprint does more harm than good to short-range units.
Oh that pretty clear tho.i've just though it actually help from the way i see shock troop have a hard time getting close since many unit get medium high DPS weapons
Interesting idea about the molotov-flame. Might work, will definitely test it out.
Maybe, if the molotov-flame idea is working good, we could do the same with ptrs's and at nades?
Who's flanking a panther with a stuart alone? Stuart + m10 or m36, the stuart + stun shot gives you 2 extra shots from a m36 without being shot yourself.
Sneaking behind a lone panther is easy, doing the same when paks or raketen are there, when faust and shreck are nearby is another story.
I didn't try a lot the stuart in the mod but a value of 75 near isn't going to cut it with the nerf on the stun shot.
Before going further: I'm not against the nerf. But the immobilization was the way to go near and then leave safely the area. Without that, you can't go sneaky behind a panther with a reasonable % of chance to come back alive.
Now that the stun only disable the main gun and vision, tanks will be able to follow you until the stun delay fade away and take your stuart down.
I mean, Stuart stun ability is kind of lame early game, but vs bigger cats, using it requires skill and need to be rewarded when well executed.
Imo, there are 4 options to overcome this issue.
1- put back the stun shot as it was BUT lock it behind vet1. So stuarts aren't that powerful vs 222s and Pumas when they it the field. = Reward good play and preservation.
2a- Increase the Stun shot range. Stuart can now use its ability more safely
2b- Increase the Stun shot range at vet1 if 2a is too powerful when the stuart hit the field
3a- Increase the Stun shot ability duration, so the stuart has more chances to come back alive
3b- Increase the Stun shot ability duration at vet1 if 3a is too powerful when the stuart hit the field
4- Increase Stuart lifepool at vet1 or vet2, so it can take one more hit.
With the Stuart, reaching vet1 is the more complicated because it is at vet1 that you gain full vision, once vet1, if you don't do anything silly your usually reach vet2 easily.
Stuart being able to flank a medium tank alone is a no no to me because as far as i can see Stuart serve as tank support role pretty damn well. There is a situation where stuart become a problame to opponent armor such as like you said they've had chasing you and then you stunt them right ? they still chasing because only their main gun is disable and then your tank show up behide his tail ,then that a part where he making a mistake
keep stuart alive till he get some armor partner. If yours situation were bad like they have been able to get a tank early while you not you might dont want to send stuart near any armor but disrupt unit who try to decap your point. treat em like other light tank that will be fine
Stuart used to take down a tank alone with one AT gun or more when it had ability to stunt an armor. i think it wrong to have somkind of this ability in this game i myself didn't even play axis much but there what i think ,so you think it good ? and remember i feel fine becuase stug ability got nerf too
Here is the proof that Penals are now tooo strong:
i let them fight vs vet, without vet, with cover, with out cover vs grens, obers and volks.
if u look ....the win vs all of them (except ober vet 5 with LMG)
they shredd volks vet 5 even without to lose a single model!!
WTF is wrong with you? this is one of the best infantery vs infantery..now u need only penals with ptrs penals and you can deal with erverthink and bleed the enemy much..
yeah i think penal rifle need to adjust little bit too maybe not good at long range same as rifleman. their 6 men will explain why they cost 300mp perfectly
rifleman have some issue with weapon rack maybe that why their rifle barely stand in late game cause they have fire power to pick for and once they picked it might cause a problem if they were as good as penal ,so that why penal should have same m1 stats maybe higher a bit
i dont know if my idea was right but the team can find it out no problem i guess or maybe they already explain it why penal damage like this should remain on
i spam 4-5 penals...i upgrade 2 squads with ptrs...no i can deal with everything.
where is the logic? i seen penals which kills 2 models from grens....on the MOVE! and at longe range...maybe bad RNG...but this was so horrbible...combine penals with ptrs penals..and let the spam begin.
before the patch u can build 1-2 222s to deal with penals spam...no its impossible...u need grens, pios, HT, mg, mortar to deal with them ....nice one
IF it is possible to spam penals with t1 and now i can deal with infantery and armor...why in the hell should i build t2/t3?
i can wait to t4 and bring tanks....so its a penal spam into t4.
Nice one.....we have a sec. USF Faction....no combine army need and ost struggle much more as
before the patch.
AT Penal does almost no no damage to infantry the opponent will just focus on Anti infantry penal first till he get wiping machine such as bumbar while he still have AT option that doesn't bleed him much like penal spam that only keep enemy tank from yolo behide your line
My replay there show some penal AT perfomance as far as i can see penal actually feel like Pgren for me but less AI (almost dont have any AI power) so they both good and suffer for same thing AT Penal can't just blobing around without Anti infantry support and i like it but mean while capable of keeping enemy armor at bay. as far as i can tell is if anyone go only AT Penal blob they will not bleed any man power but themself .
There is a match which i didn't save the replay i've won early to mid game. the opponent seem to lose infantry fight to me but once i've lose my con and there is only 3 AT penal i can't even fight double flame engineer with 1 Pgren and make me bleed so much for having too much AT unit while only have 2 con . and eiter go cap the other side or try to take back head on i always lose my manpower while the opponent seem fine that mean Penal serve same role as Pgren not even close to riflemen zook spam which give riflemen vet so fast while they still have AI power to fight. i think it actually great now , people said that penal have make con bad but i can tell that penal AT snare not as good as con one ,so con+penal still great way to go
scout car. i've knew that balance team try to fix many unit but scout car that actually act like scout car will be one of their list make me feelgood. scout car gain vet from near by unit now they actually can build anytime eiter mid or late game to do their job in my replay i didn't use it much for scouting but you will see i build a second after i've lose the first one and actually dont need to run with flamethrower to gain ability to do it job like before. this is a great change
Sniper. well i've always terrible at sniper and mostly didn't build one ,but after last game i have lose cuase i have no Anti infantry unit but pena.l i've try use sniper to provide more anti infantry and found that it still good after i've heard they got camo nerf. but keep in mind it might becuase the opponent didn't try to get rid of it or my penal prevent that from happen . i have no idea only good player can see and im not
finally i've felt like Tier 1 had it own play on early mid and late game i dont know if it similar to brit bofor guading Light tank for rushing in or AEC to chase down light tank
oh and one thing 6 man AT mostly survive from wipe by squad space make me feelsbad man for Pgren sometime