What do you guys think about OKW buildings ?
I dont think they need more health in terms of being able to resist anything but arty.
When you place them offensive its a risk reward thing which i understand.
However i think they need to be more durable against artillery - as in off map arty e.g.
In 2v2 it happens alot that a recon run will scout and some off map arty will be called in on your buildings , so they are not save even if deployed in your base .
Im not sure if there is more arty able to actually oneshot buildings , but t4 gets completely shredded by 150 mm in just one call in.
However as the patch of today:
USF 155mm Artillery Barrage
• Damage from 160 to 130
might fix that issue |
Thanks,
So the vehicle actually cloaks? I've used it and it seemed like nothing happened but perhaps I was in combat at the time.
yes , they actually cloak |
how about simply reducing riflemen long range damage profile a bit?
I think this is the best go , would bring some vcoh dynamics back i guess . if rifles are actually likely to lose on longrange this might help |
I will say that I hate the design of core infantry all having AT nades more or less by default in the vanilla matchup. You get used to it, but I don't like it.
yep, thats what im saying |
whatever . if you say fausts behave the same then i am wrong. I did not play alot of wehr yet . i thought the animation gets cancled . because on Füsiliers the missile sometimes gets stuck . had that happen a couple of times. But this is not a rant about AT nades >>> fausts , what bothers me is the high rate of engine dmgs that occures, which really cripples tanks |
They are not weaker, maybe in terms of range and dmg . Mr. Someguy pretty much sums it up why they are so good . Fausts have an animation , which needs to be completed afaik. |
Katitof if all you plan to do here is attack me instead of contributing to a discussion stay away form this thread . once again im not asking for advice.
Yes faust does more damage and is prob better against light vehicles.
All im trying to say is the engine crits happen too often on at nades for my taste. This plus the nades following the vehicle around feels kind of ridiculous.
While as some of you point out they are vital to counter early vehicles , they do cripple the mid to lategame in sense of assaults. IMO they should be more like vCoh stickys, where when you drove out of range they would not follow you around and the animation was cancled and crits would not happen anytime |
No shit , you guys act like i dont know how to play . im not asking for advise on how to dodge that. just saying tankrushes not as viable , even tho you are ahead. Tanks are not intimidating enough if you have at nades , especially not when you are OKW and have like zero anti inf tanks anyways |
Dont you guys think this is really anoying ? The soviet nades are like ultra high range and follow ( always hit ) . In vCoh sticky granades were causing less engine crits (at least that how i feel)
and you could drive out of range. Tank rushes are therefore extremely dangerous for the agressor and cause a dull frontline at times , even tho you are ahead.
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Usually targeting the sniper with a 480mp light howi from T0 works for me(forces him to keep moving it or while he's moving it it runs into the barrage shot)
do you mean ISG for 430 from t1 ? |