StuG TWP
-> I think it is too strong. This could allow a lucky StuG to kill a medium without too much reaction time (shoot, insta-stun, third hit is still within stun time, fourth hit needs to be a bit lucky in the pursuit but nothing extraordinary)..
StuG ausf.G TWP (now called HEAT Shell) doesn't stun, it disables the gun/turret and vision. Since the StuG isn't a vehicle that can easily chase, it should be easy for any medium to escape. The ability also forces a reload, and it fires only 1 shell (after firing it goes on cooldown despite having a 10s activation timer) which is why it's deemed okay to give it full 160 damage. |
Perhaps the PTRS anti-infantry accuracy shouldn't be so high, v2.1 doubled their accuracy on top of many other buffs.
Their AI DPS should be
(new 3 SVT + 3 PTRS) = (old 4 SVT + 2 PTRS)
So nothing actually got buffed, they should be the same as they were against infantry as before. Unless we messed up the DPS calculations. |
Can we quickly fix the buttons for x and z for the faust and rifle nade back to original state
That is intentional, as a QoL effort to have all or at least most snares on the same UI button. Especially for the Panzerfaust for OKW and OST, as they are switched for no apparent reason. It's not in the notes yet.
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It would make more sense if the total or part of the cost of the upgrade is discounted from the T4 building. Cause you can't survive with just staying at T3 when call ins still require T4. I agree and don't expect people upgrading at T3.
Turning it into a sort of Battlephase, so a research in T3 required to build T4 and with the cost deducted from T4, is always still an option to further smooth out the Soviet mid game changes. I brought it up but for now we will first see what the current changes will do before taking such more drastic measures. |
The Stuka already gets a big buff against emplacements. It annihilates static team weapons and squads. The new incendiary barrage has a good chance to annihilate a Vickers in a trench before it can even pack up and get out. It will kill at least 2-3 models in seconds. It's only 40 munitions atm. There are plenty of options to counter trenches, especially now that AT weapons will work against them, so there is no reason to make the Stuka better against them and let it counter half the faction with the stock barrage. |
Can we look at how trenches hard counter the OKW stuka zu fuss?
There's the vet 1 incendiary barrage now. |
QoL request: would it be possible that when selecting a regular and recovery sapper squad more abilities would be available? Such as heat grenades, building defenses, deconstructing emplacements and perhaps the recovery sapper's smoke nade and salvaging.
Yes, for Recovery and regular Sappers this is planned to be included at some point. I think we can do the same for the Command and regular Panther. Not sure if there are other units. |
I thought it was at most 15 range, but i guess it's just visually confusing at first if you look the distance within the end of the barrel and the Katyusha.
Yeah, range is calculated from somewhere around the gun mantlet, not the end of the barrel, to roughly the middle of the enemy vehicle, not the front end. Which looks like a distance of 20-25 range to me in the video. |
Bug or it was considered still moving? Cause static it should not miss at that range since it has way over 100% acc.
The Panther has 6% at close range. The Katy's size is 20, so I'm pretty sure that means it has a 120% chance to hit. It looked like you purposely stopped the Panther so I'd vote for bug in this case.
Against a Katyusha (20 TS), the Panther has 100% accuracy only up to about 17 range. The range in the video is around 20, so there is a very small chance (0-10% up to 25 range) to miss. |
I feel a lack of balance in your opinion, you've constently reduced SU-85 and Jackson stats so they don't become all-around TD counters
The Jackson and SU-85 have barely been touched in years. None of the stats changes that did happen would suggest a goal to make them less all rounders. Their maximum penetration has been decreased by a little bit to make them a bit worse against heavy vehicles. They are still as effective against mediums and lights as they have been for years now. The Firefly got a buff that will help it against more mobile threats (i.e. mediums) so its all round performance will actually increase.
Why then not just buff the moving accuracy?
Increasing base accuracy has the benefit of increasing moving accuracy marginally, while keeping most of the increase locked behind player micro. Players will have to stop-move the tank to get the maximum results out of this change. This way Panther "blobs" charging forward without micro shouldn't become that much more effective, and it should keep the Panther from becoming too good a chaser.
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