Poll seems slightly biased. All the change options in last 2 quesitons are nerfs?
I think scotty is fine, but if the unit is getting ANY change it should be buff. No chance in hell it should get nerfed again
I added a "buff" option to question 2. Airborne buffs don't really pertain to this poll in question 3.
On topic:
Before the heavy nerfs I thought the scott needed to either lose the smoke canister or be 2 hit, either would be fine at that time. I haven't really tested the scott since the nerfs and then the buffs nor have I seen them. I'd suggest a buff in someway in exchange for becoming 2 shot or losing the smoke canister.
Semi-off topic:
Why is this poll arriving now that we have the balance patch out and supposedly it was the last balance patch? |
What does airborne have to do with scotts? |
Ostheer early sniper vs Soviets
Build 3-4 cons -> auto win the game
how does this work in teamgames on lane maps. You're gonna kill a sniper backed by 42 and 1-2 grens + sniper by just stacking infantry?
This entire thread is trying to simplify complex issues that vary from game to game with the idea of "just outplay him xd"
No idea how you'd ever beat OST on crossing in the woods 2s either vs sniper with USF. |
Not to mention, that 30 muni trap can be set off by infantry. Tellers/m20 mines you need a sweeper for and yet it's totally okay for those to 1 shot much more expensive vehicles, which is absurd imo
In terms of the balance team not changing it, it's not being changed = ok to them, but asking around a lot of people would jump right on the train of "teller OP". |
There's a bug where sometimes small arms will target the squad inside (and deal damage to it) rather than the vehicle itself. And in regards to mines, the M3A1 was indeed rebalanced to barely survive a mine while becoming more vulnerable to small arms (when they target properly) instead, which made things fairer for both parties involved.
Why was the decision made to make it so mines don't 1 shot a super light? Should mines not 1 shot kubels, m3a1s and UCs? You invest 30 muni into a trap that your opponent knows could exist and they don't get punished for it is pretty dumb. |
My bad, I take it back then. I would hazard a guess that in my situation, there were Allied casualties on the ground from a supporting squad. Thus there was actually sight whilst there were no 'red units' visible.
Mind you, if the engine was damaged I don't think that JT (or a Tiger) would get out of there even with that sight range?
Telepathic soviets back at it again.
Hell march theme |
AT overwatch hits are limited and are evenly distributed to all armored target visible inside the ability casting circle, which means even if enemy has full vision, it will have trouble kill even one P4 if there are three P4 parked inside the circle.
The only circumstances that AT overwatch could KILL HEAVY TANK BY THE ABILITY ITSELF is when enemy has full vision on the area, AND there is only one axis heavy tank, AND the player choose to not moving the tank out of the overwatched area within 45 seconds.
The ability is hardly effective versus established axis armoured forces supported with proper infantry support and AA vehicle. It is only useful punishing overextended targets, optimally following after snares.
When using it in actual game it is hard to keep vision on the axis tank, since recon overflight would get shot down, flares requires mortar or sniper to be pushed into very risky position in order to be fired, infantry barely catches up the reversing not-snared tanks and often get killed by axis infantry.
This ability is fine, it does not need nerf.
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Btw it would be great if you can provide a replay to show how AT overwatch could kill full health heavy tank by its own in real game, much appretiate
It's pretty brutal vs crippled tanks. Had someone t34 ram into my tiger and then called AT overwatch. I reverse moved immediately but I couldn't even get out of the circle before the tiger was dead. I'd like more tests done but sure felt like I couldn't do anything vs ram + point click. |
Because if the user isn't stupid the only way to kill them is through countersnipe or diving. 2 factions which don't even have their own sniper to counter. |
From the ability guide:
P4 and Ostwind:
+20% accuracy.
-25% received accuracy.
+40% speed.
+25% rate of fire.
Bonuses,except rate of fire, working only on the move.
Panther, Command Panther, King Tiger, Command Tiger:
+20% accuracy.
-25% received accuracy.
+20% speed.
+25% rate of fire.
Bonuses,except rate of fire, working only on the move.
It seems when stationary units affected receive a rate of fire buff, and the bonuses change to accuracy, received accuracy and speed when they move. Definitely an ability that is overly complex for the given information ingame. |
Keep it to the shoutbox |