Thanks, but I thought this is a buff not a nerf, can u explain to me how this is a nerf?
note: "I think the changes to Napalm Rocket ability is the right thing to do because the Stuka take so much time to reach vet 4."
Yeah I remember this, but since it only affect emplacements and vehicles, I am ok with that.
- Veterancy 1 recharge moved to veterancy 4 (-10% recharge time)
- Veterancy 2 recharge from -30% to -20%
The stuka takes longer between rocket salvos now, typically 100% or 80% time instead of 90% or 63% time in live. Vet IV's quite a stretch under normal circumstances, nvm keeping it when they are desperate to kill it. (72% time if you somehow get it, but will typically take longer to get vet IV as you need more time between salvos)
Can u explain to me how it nerfed and in which area? because it really doesn't need a nerf, it is easy to dudg, and it is the only
OKW answer against blobs, actually its need a buff not a nerf.
From the v1 change, first post of this thread. It was part of a global themed change to all rocket arty to nerf their power levels and make them less activation spammy. And improve their utility features. Pzwerfer, Katy and CalliOP got changed as well. Land Mattress got a fix to its vet II but that thing was hardly difficult to decrew.
Added in later:
EDIT: Do I think it was necessary? *shrugs* It might be better against blobs now, with the vet I napalm rockets o'doom. Won't change how I usually play lategame which is 3-4 squads vs 2 Obers and bleed the former to death.
SPGs weren't changed, but neither was CB LEFH so it's a difficult call.
Make the Rockets hit in a Wide circle area randomly, So its good at saturating areas but not at wiping entire defense lines because it can fire in straight lines, and then it couldnt also retreat path wipe that is always been bs to begin with as on most maps its super predictable.
So basically a Pzwerfer available early?
Weapons team spam is generally a bad idea and tbh it being punished by a stuka should happen imho. Straight lines also make it dodgeable where as a pzwerfer can't rly be dodged unless the target is very obvious and not a weapons team.
In fairness, the retreat path wipe requires some high skill levels to time it just right to have them run into it or the rockets will mostly miss.
It probably made it too good against normal infantry (like non-support weapons i mean) The stuka isn't bad against infantry now but scatter can actually help with groups of infantry since they aren't uniform shape and can retreat instantly
The "laser guided" part makes it easier to dodge stuka rockets for squads but really difficult to avoid with support weapons that have to pack up
Ah right, thanks. Yeah, very often there's a model or two just to the side of the path and thus the squad survives. I can see a bit of scatter in the right direction being a killer
Support weapons have always been good targets for arty (except maybe insta unpack stuff), I'd say working as intended.
RW is the only atg that become immobile when in camo and implementation is very player unfriendly.
Either make the camo passive and automatic when stationary or allow the unit to move at lower speed like other atg with camo.
I think you might be onto something with visible when moving under 'toggled on' camo. But it'd be more of a QoL change, likely with reduced speed under this status. An argument for this would be that one could achieve the same result faster with toggle off -> move -> toggle on but it'd be very cumbersome.
If one use attack order the unit will stop once cloaked but will continue to "remember" the attack order and move once it is revealed for any reason (AOE damage, reckon planes, firing).
I had forgotten about how sometimes I have to manually re-enable cloak on cloaked raks stuck in the 'reveal' status. Is that a bug or something?
ATG do not need first strike bonuses from that start. Simply sight bonuses and rotation bonuses are good enough since they can help prepare better an "ambush".
The RW vet bonuses need be looked at because vet 1 is simply not used, vet 3 although decent provides nothing to RW in garrison vet 4 is rather poor and vet 5 is simply not good enough and too late. That make only vet 2 bonus decent.........
I did in the above a pretty exhaustive walkthrough of likely changes that weren't hard to implement. Reload speed being moved earlier would certainly help and something else replaces the vet V bonus. 10% is pretty minor that said. Sight for ambushes maybe would be good, but I'm not sure it'd make much of a difference in actual combat scenarios. I didn't and don't have any conclusive answers, the gun is hard to balance.
RW in garrison is considered to be 'unfixable' so one might as well ignore it, outside of some gimmicky places like Red Ball house left - to threaten armor pushing the MG that's often placed on the left VP. I would love to have raks in trenches being an absolute nuisance and shrugging off rocket arty but it's not practical as long as the target priority is bugged.
I'll admit to often just ignoring the camo as it automatically runs into the problem of the gun being left behind in the heat of the moment. Esp irritating for a tank just 5-10 out of range.
I disagree on cautious movement been bad for the sole reason it provides initiative on engagement at no cost. For a vet 1 ability is not bad.
RW is indeed cumbersome to use but not bad for what it does. I think it could have like 5%/10% movement speed but i suspect it is in the current state to disuade the whole keeping 2x AT gun in the front at a risky position, shoot and then retreat away.
Raketen camo.....hmmm. My opponents never see it coming (pun intended ) but OTOH their usage is a bit gimmicky. Regarding slow movement speed at vet I/III. Not something -I- want to be on the receiving end of but maybe someone can make it balanced. Somehow. 20% speed from AT gun ambush is a slow crawl but 5-10% would be inching along and very likely to be still out of position when it's needed.
Rest of the post is a general thoughts thing, not aimed at you specifically.
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I did some thinking about the RW veterancy and if it can be changed. A surprisingly daunting task. Ended up narrowing ideas down to camo itself as other AT gun vet values didn't really help much.
Honestly, the best I came up with at this point in time are below:
Reduced received accuracy/damage to give the gun a bit more survivability and reward keeping it alive.
Increased range. I think the old rak had this somewhere in the table but that was on top of a range 50 gun. Prob not popular as it makes the gun range profile inconsistent outside of stolen AT guns.
Vet III: +25% reload speed as part of the first strike bonus. Copied from the Soviet AT gun ambush. Should incentivise use of camo and ppl will be reversing away in most situations anyway. Guaranteed penetration is impressive but if the AT gun ambush were copied - few allied vehicles have much more armor than 225*1.20=281.25 pen at far. I have a feeling it still won't be enough esp with the lack of AT gun ambush being used by Soviet players.