Depends on the time it takes to hull down, de-hull (or w/e the correct English word is)
That's rather irrelevant. The point is that Hull Down makes your tanks immobile in a game that is dominated by manoeuvre warfare. You're going to lose the initiative and you're going to be dependant on your enemy if you dig in all your tanks. Which can work well often enough if your opponents charge headstrong into your lines, but if your opponents are good they'll just go elsewhere and overrun some other part of the map or wait until they have offmaps available.
Not sure if someone mentioned it, but what's your opinion on Ele Hulldown countering Pounder emplacement.
It has always been able to do that? I don't think anything will change in that regard. Setting up your Elefant far behind your lines to safely reach the 17 pounder at its HD max range was easy enough before. The requiring infantry part was only too clumsy for things like Panthers that needed to be dug in often and at the front. |
nvm |
+25% range and +25% armour, with no drawback
I'd call not being able to move a pretty large drawback. |
Thread: Balance14 Apr 2021, 15:43 PM
Damn it, one day we're Allied biased and the next day we're Axis biased.
This is confusing. What are we supposed to be? |
Zeroing Artillery
Zeroing Artillery has been adjusted to be cheaper which should see the ability used more. Like other overwatch abilities that track their targets, however, there will now be a warning on the mini-map of the area that it covers.
- Now displays its area on the tactical map in addition to the in-game battle map
- Cost from 300 to 250 |
Meanwhile the StuG, Stupa and Elefant are sitting in the corner crying because they're fixed gun vehicles and can't really make great use of hull down.
StuG, yeah mwah. However the Brummbar has -25/25 gun traverse, that's more than enough to cover an entire VP or whatever frontline area. The Elefant gets an astonishing 87,5 range, that alone in itself can be ridiculously good even if it only gets 1 or 2 shots off, and with its decent -15/15 gun traverse, the end of that cone covers quite a massive area. And since the most popular maps are the laney ones, Hull Down is easily good enough for these two. |
Hull Down Panther has always been very good, but only situationally. In the end the game is dominated by manoeuvre warfare, and digging your tank into a static position causes you to lose the initiative. Hull Down tanks will only work if the enemy plays into your hand. Though this situational use should improve quite a lot now that it will no longer need infantry to dig it in. |
So it is ok to replace Grenadiers with Ostruppen or Assault Grenadiers, or replace Volksgrenadiers with Panzerfusiliers but British are not allowed to have a replacement to Infantry Sections? Why the Bias towards British?
Things like Pathfinders, Assault Sections and Assault Grenadiers are trade offs. They need to be used in a very specific way or don't have snares. Yes you can completely replace your mainline infantry with them, but it will be a risk and good players will seek to exploit that risk. Now we've all seen how bad it can be when a unit does all the same things the mainline infantry does but is straight up better at it and replaces them (Osttruppen). People would pick them every game. And with Raid Sections having a good all round profile that would make them easier to play with than the static IS, and with both not having snares anyways, the latter wouldn't be an unlikely scenario. |
UKF doesn't really need a light infantry squad when they have a sniper and Infantry Sections that already excel at long range. The Raid Section is supposed to give them an option to play more mobile than IS, but not as aggressive as Assault Sections. The reason it comes at 1 CP is because we don't want people to just completely replace IS with this. I agree the camo doesn't make much sense though. |
The KV1 has had the ability for some time, it's actually not too much of an issue to add "Hull Down" to any tank, from what i can surmise. The Animation isnt inherent in the vehicle, there seem to be some generic Sandbag bits that can be placed around an unit when it uses an ability.
As far as I know the sandbags profile is unique to the vehicle's hull and shape and you can't just add it to any vehicle without looking odd. The KV-1 just happened to have one of those profiles collecting dust in the files, made by Relic devs at some point but never used. All/most OKW vehicles have one too. |