It kind of does, given where Stuart needs to be to pull it off.
GG if you actually managed to get behind any vehicle without being fausted.
Suggestions:
Load the game
play games
Test in cheat mode
Read ability guide
You will see that the abilities are used differently and have different effects.
As for you theories that flanking vehicles result in being automatically fausted they are simply false.
Have a nice day. BB now. |
Maybe the only thing need to be buffed for stuart is its damage engine shot.That ability works almost similiar to the T-34 ramming now.
That is a silly claim. Engine shot does not disable the Stuart. |
Last I checked, Stormtroopers recieved 40% at vet 2 as well.
The early 20% accuracy bonus to the single unit - REs - does not cancel the better accuracy bonuses overall, and the early Stormtrooper and Panzerfusilier 40% accuracy bonuses at vet 2 are just icing on the cake.
But this is wandering away from the main point, as for the most part Panzershreck weapon accuracy remains higher than Bazookas,(again, even and especially when without any vet whatsoever) and cannot in good faith be argued to be a unique drawback of the weapon when the two are compared. It's not like you're going to have much trouble vetting up with the shreks on anyway.
Further edit: On the topic of timing, a Panzershreck, as thedarkarmadillo illustrated in his own post, will remain relevant the entire game, whereas bazooka and PIAT effectiveness fall off hard in the late game.
Note I am not calling for any balance changes or nerfs with specific regard to this, but to treat the Panzershreck as in any way inferior or handicapped when compared to its allied equivalents is ludicrous. It is the best handheld AT available to any faction, hands down.
Illustrating this is the only reason I even posted in this thread.
No, I see no reason why bazooka and PIAT effectiveness fall off hard in the late game compared to shreck.
I would also have to guess that on average bazooka and PIAT weapons do more damage to axis
vehicles than shreck since allied blob are more frequent.
That would be in part offset by the Shrek being guaranteed to pen all stock allied units except brit hammer and anvil though wouldn't it? The zook might hit more but it doesn't necessarily do more.
Like if a volley of Shreks fire, 1 hits and the other misses that's 120 damage, if 2zooks shoot both hit, but only 1 pens that's about the same damage isn't it? Seems reasonable. Both having the same chance to miss but one always penning seems unreasonable if you ask me.
I simply pointed out that veterancy bonuses does not favor shrecks. |
Just posting here because I keep seeing this come up whenever shrecks get mentioned.
Panzershrecks have the same exact aim time as bazookas. The exact same. The absolute only downside in comparing the Panzershreck to the bazooka or PIAT is a 2.0 second longer reload time (7.75 to 5.75) and (in the case of the bazooka) marginally worse far range accuracy. The panzershreck is superior in every other regard, including short and mid range accuracy, and benefits from generally higher Axis accuracy veterancy bonuses to an extent that makes the initial .006 accuracy drop at max range compared to the bazooka meaningless.
Even the 2 second longer reload is mostly meaningless. A panzershreck, assuming it hits every time, will do more damage in a minute of continuous firing than a bazooka will*, and unlike the bazooka, is more likely to actually hit and penetrate every time.
*quick calculation 859.701492 vs 752.941177 (60/(reload+aimtime)*damage)
The vet bonuses actually favor Bazooka due to timing, especially since units have different XP values:
Accuracy for PG at vet 3
Accuracy for SP at vet 4
Rear echelon vet 1
(only the doctrinal PF get accuracy at vet 2) |
Are the stats different between T-34/76 and T-34/85? Sometimes I feel like the 76 does more damage and has a higher chance for crtis.
Weapon seem identical, but I have not checked critical chances. |
Yes. *although I think conscripts have an accuracy penalty added to all picked up weapons (or at least they used to)
I do not know of any modifier for conscripts and I do not remember any ever applied.
Generally speaking most vet bonuses apply to all weapons. There are few exception like:
The modifier for Ostruppen slot weapons
The modifier for vet 1 bonus for Ro.E. stens |
Last game too to long to start. During that time a give moving order build orders and choose commander.
When the game started the I could no longer choose commander. |
Or simply delay early powerful infatry and pace the game around stock mainline infatry and their tech... |
wouldnt people just abuse this to get cheesy squad wipes by running them over?
Not sure crushing seem to have more to do with turn than actual speed.
Even so I guess one could try to disable "crush human" during ability. |
I just looked it up yesterday, it has not been patched out.
That is true, but with 125 mun the ability is rather mid-late game, so many units have gained ~vet 2.
Also it basically becomes more useless the better you are at the game/unit preservation. While it can help to vet new units that replaced whiped ones, I think it's not the best design choice. At least it should be stated in the text that something like this happens. If I'm used to other buff abilities that function "normally" for less mun, I would expect a big punch for 125 mun, especially if all my units are already high vet. Obviously I would be very disappointed and probably been better off if I planted 12 light mines just to screw Axis heavies over.
Check the veterancy bonuses of each units to see the benefits
For instance Sherman needs vet 3 to get 20% reload and the ability would still grand a vet 3 Sherman:
+35% sight, -10% Reload, and +5 range. |