Every theorycraft engagement takes place in an environment that has had at least 200 munitions worth of mines liberally distributed throughout, in exactly the right places they need to be.
Pay no heed to the fact some factions in this game don't even have regular access to snare mines. |
I am testing it right now and the commando glider does not increase pop cap
Edit: The Vanguard Glider does not either. This myth is debunked
Edit 2: Even after making it a forward retreat point it does not effect the population(which is still 0)
Bless you. I'm afraid it won't stop him, however. |
Combined arms op? But only when Ost uses it. Got it.
I think what he's getting at is the extremely mobile dps output presented by the PzGren G43 package and their passive, combined with instant offensive smoke, presents a very dangerous combination. I think it presents a pretty legitimate concern.
When other factions get constant passive sprint (and RA reduction) on infantry for standing somewhere nearby a vehicle, and access to high-dps all-range weapons with almost no movement penalty, then it will no longer be an Ostheer-specific concern. |
I'm not an expert in the AE, but are you sure you're not looking at the wrong weapon?
"p47_rockets" is the one that deals 65 base damage, but there are also "pm_p47_rockets_left" and "pm_p47_rockets_right", which have 120 base damage and 0.5 deflection damage.
I did some modding of the rocket strike with the following stats:
I figured this would prove that this effect does not work (and also that this is indeed the correct weapon type).
The result:
Pretty well confirmed what I thought.
As a wehrmacht player I don't remember evet thinking the P47 strafes are underpowered, this aside from the possible bug.
Retreating your tanks when the first strafe hits is the only way to keep your panthers alive .
I'm not sure how many rockets can actually be fired in the total duration of this loiter, but I think 15 direct hits (the number currently required to kill a Panther, 8 salvos) is probably on the high end if possible at all. |
Yes a grossly oversized 6 man weapon team with crazy survivability, with super fast set up time and good suppression with a cone of fire that it should never have gotten in the first place and backed up by 7man infantry squads and soviet ultra early game scout cars that single handidly limit any other strategy being used by an entire faction other than going grenadiers yes unbelievable how anyone can anyone complain about that!!
Why do you people still think the Maxim has "super fast set up time". Last I checked it was 3 seconds, just like the MG-42/MG-34/Vickers. Is that super fast to you?
Do you play anything other than ostheer? |
I'm not an expert in the AE, but are you sure you're not looking at the wrong weapon?
"p47_rockets" is the one that deals 65 base damage, but there are also "pm_p47_rockets_left" and "pm_p47_rockets_right", which have 120 base damage and 0.5 deflection damage.
Nope. The loiter uses p47_rockets. You can check this by going to the ability, the air_strike section, the sbps called, the ebps of the P47s in the airstrike, and their combat hardpoints. The left and right rocket profiles are old and seem to be unused. They might be used by the campaign or something still, but they are not in live MP. I will check references for them sometime tomorrow.
This has nothing to do with deflection damage either; it is an on penetrated effect.
That does not seem to be the case, I tested in cheat mode and it seemed that rocket did more the 65 damage in more than one occasion. They seemed to do even more than 130 that would be the max if the unit was double hit. Think max damage I saw was close to 200.
I cannot test this myself today, but if you choose to do so again, try turning on HP monitors with cheat mode. |
That is inaccurate according to cruzz
ROF
Panther 6.65
SU-85 5.65
M36 6.55
FF 8.25
Vet 3 ()
Panther 5.03
Su-85 4.57
M36 5.054
FF 6.25
Check reload stats yourself. The Panther has superior reload time to every allied TD but the Jackson at 5.2-5.6 (IIRC. Cant view stats atm on phone.). If aim times are different across these vehicles that's news to me. |
The entire point of going T4 and paying 185 fuel for a Panther is to get a unit that beats every other medium 1v1, no questions asked. The problem is that there are 4 combined issues, lower range, nothing great moving accuracy, mediocre accuracy and painfully slow rate of fire on a 75mm gun. The design of the tank is fine, but how are you supposed to use it? Sniper from range? Can’t, no spotting ability like su85, low range/rof/accuracy. Brawler? Low rof and accuracy missing shots from point blank. Ambusher? Can’t finalize kills due to low rof, gets no camouflage and can’t stun. Diver? Accuracy sucks. Diver is probably its best role honestly, that and brawling with heavies, which is not what a medium TD should be about,
I think the best fix for the Panther is premium accuracy, make it a very accurate tank able land shots with high accuracy, while also giving it maybe 10% moving accuracy with vet. That would make it much easier to use in space as a fast mobile zone denial tool with great offensive potential.
Panther has very high ROF for a tank or even TD. On the allied side it's only slower than the Jackson (with regular ammo).
The issue is the Panther already beats every other medium 1v1, no questions asked. The question is whether or not it should be handily defeated dedicated TDs and the answer to that should be a hard no.
I would rather increase the Panther's penetration to make it a more reliable counter for allied heavy tanks. If I were to touch accuracy at all on the base level I would increase the long range accuracy solely. In terms of veterancy, I don't know what would be right. I really don't think the Panther needs any help; it's already very good. If we were to buff any of the AT units in the game it should be the SU-76M that people still pretend is good.
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I've always wondered if something was off about the USF Airborne P47 rocket strike loiter. Once upon a time this was a very, very powerful ability, and was nerfed pretty hard at some point. Actually looking at the weapon info, it seems to me that the huge drop in effectiveness for this ability was linked to an incorrect target requirement for the penetration effect in the damage profile.
As you know, the rocket loiter only attacks vehicles, but one issue this ability had previously was the massive damage caused by its 120+120 damage rockets could be deadly to other units as well if they managed to be hit by an errant rocket, as it retains the area effect profile of call-in artillery. For this purpose it seems that the damage profile was changed to something like the infantry AT weapons in this game, where there is a base damage and then a penetration effect that delivers more damage to specific target types.
Here is what I am now thinking: the 120 flat damage per rocket was changed to 65 damage plus 40 on penetration if the target meets unit type requirements. This helps prevent wiping random squads or somesuch with it. However, when this was added, it seems the target type requirement was given incorrectly, as instead of dealing this extra 40 damage to vehicles or even specifically to tanks, the extra damage is only given to "commonwealth_emplacements".
This is an INCREDIBLY odd choice as this target type applies to very few if any axis units, and absolutely none that would actually be targeted by this loiter. For reference, I was not able to find a single axis unit or structure with this unit type whatsoever. It is not found with the OKW sws trucks, it is not found with the OKW flak emplacement, it is not found with the OST bunkers...
This has to be a bug; I can see absolutely no reason whatsoever why there would be a penetration damage bonus and ONLY ever applied to errant hits on somehow axis-captured UKF emplacements.
This would also explain the, quite frankly, currently gross underperformance of this ability in my opinion, particularly given its price and in comparison with similar loiter abilities. |
Compared to now, that'd save you 0 fuel with a Battlegroup start and just 20 fuel with a Mechanized start, but it would cost 200 manpower more. That would be next to useless to implement.
You do get the utility benefit of having both the BG HQ and Mech HQ though, being able to produce their units and use their bonuses (medics, mechanics, frp).
I'm not one to say OKW needs any more help as a faction but it would theoretically allow for more variety in build strategy coming into the Panzer HQ. |