And it covers a larger area than Stuka, so you can't exactly move out of the way easily. This unit needs a tone down.
It was toned down in the last patch from medium and long range. You either had bad RNG or he shot his panzerwerfer in front of your face. |
i just think it's unfair that OST and UKF snipers can survive a mortar to the head while my SU sniper vet 3 gets a squadwipe from a RNG mortar round. |
churchill triple nerfed. fuel, HP, and armor. Please give 1-2 of the prenerfs back. unviable vehicle. don't care about vet and what not. needs to do it's job. make axis feel the pain of RNG bounce shots that happens to t3476, t3485 on rear armor of KT, shermans. only reliable penetration is like UKF AT gun and 17 pounder. |
omg,my post was about counter battry and no one notice. isg vs bofor +combo mortar pit yeah? and no counter battery no vickers u can easilly close that city and party very good .
nono guys...as i said we have some ways to deal with it,but how much time u need? atlast all can destroy those toys but when? how about map controlling and resource they lost? every moderate players can make these stuff and controling the map till commet and cromwel come. the other hand bofor damage and attack speed is funny .
This sounds like OKW? Don't you think?
OKW HQ - no no no guys... we have ways to deal with it, but how much time do you need? we can eventually destroy that Flak HQ but when? How about map control and resources that are lost? even noobs can build a Flak HQ and control the map until PV or KT comes. On the other hand, Flak HQ damage and attack speed is funny. It shoots airplanes, penetrates medium and heavy armor, suppresses, and wipes squads.
Welcome to the life of Allies players after the introduction of OKW |
Ost counterbarrage works exactly the same way, it doesn't have any kind of cost for it.
Yes, but OST counterbarrage isn't protected in base (unless you're countering with mortar/pwerfer in base...), isn't free with teching, requires Vet to access, has a cooldown |
Why don't we have a look at how Counter Battery works?
After anywhere between zero and five seconds after enemy artillery fires within 250 range of the headquarters building, the 25 Pounder fires two shots with lower scatter than the Infantry Section barrage (as the buff that barrage received is not in the tools, this may change).
The 25 Pounder then waits four seconds before firing two more shots and continues this until its target has stopped firing.
While Counter Battery is activated, no units can be produced from the building using it but it does not have an activation cost.
I think there are a few problems with this ability in its current state:
- It is somewhat overpowering on smaller maps while being completely useless on larger ones.
- Its response time does not provide enough opportunity for smart artillery play.
- It can attack the base sector on some maps.
To solve these problems I suggest:
- Increase its range to match the other 25 Pounder barrages (from 250 to 1000).
- Increase the initial delay from 0-5 seconds to 15 seconds.
- Increase the delay between salvos from 4 to 8 seconds.
- Prevent it from targeting the base sector.
What do you think?
Nice suggestion. As Katitof implied, I think the delayed fire would take too long. Maybe the delay between salvos is nice and someone said a percentage reduction in munitions while it's active like 10% for being permanently active until disabled. |
smoke and flank was never been more true than now.
also, AT guns make short work of emplacements, EVEN when braced
Nah, it will be, "Allies have smoke on shocks and riflemen, smoke and nade and mg42s are gone. My volks, and grens, and pgrens don't have smoke on them and a grenade doesn't displace an emplacement. UKF emplacements are OP. Please nerf." That's what I think would be a reply. |
All right listen up here, back in my day, Guards' players loved when their PTRSes dropped. They had to pick them up to get them again and couldn't rebuy them, but the Mosin replacing it would actually do something against infantry versus the PTRS doing barely anything!
But really, because of them having 4 heavy weapons when fully-upgraded, there's the possibility of a weapon dropping (10% now, I think) once they go down to three men, so whenever that happens, their PTRSes or DP-28s can be dropped. So fighting down to the last man usually won't drop even one weapon, but it can.
Not to be disrespectful but do you know what my posts were referring to? I was replying to someone who wants a buyback option for volks... not guards. So i'm not quite sure why you're quoting me. |
I'm curious, what exactly constitutes "sim-city"? A single bofors? A mortar pit? Lol, if you think a single bofors is tough, try going up against overlapping MG42's guarding a a cutoff, and tell me how it's any different.
There's no point in replying to die hard Axis fans. Just look at their playercard. Some of them are like 90% Axis only games.
This is their reply, "smoke and flank, l2p." |
90 munitions is for Volks to upgrade, they don't rebuy, but they drop them. (At least, I've never in my time seen a rebuy option)
Its not usually a wipe. It is always a wipe. If there is any other squad member to take the weapon he will take it with 100% probability. Dropping with squad alive is possible only if the squad has more than one special weapon, for example a picked up shreck, but then inability to repurchase is resonable.
There's your answer nee... and that's why they don't need a rebuy option because they'll be dead. |