Let's say I have a gren/conscript squad in the line of a retreating enemy squad. Is it better to
A: chase them and firing on the move
B: Stand still and shoot him
It was my understanding units were less accurate on the move so I'm curious if this makes any difference. Seems very trivial now
For minsk.
Both bases now have two exits and there are more openings between the fuel and road to the left. It's now a decent map and I think im gonna veto moscow now instead of minsk
So what you're saying now is that S Fields are completely useless
They were never useful. You could just shoot the ground with tanks or simply drive over them because of the signs
It's even feasible to just walk over the mines with conscripts to clear them since they deal so little damage
As someone who plays both Ger/Russian equally in 1on1, I'm calling it now: Orrraaah nerf and Armored car buffs are a huge mistake. This patch will shift balance far towards the Germans.
Conscripts were already under-performing due to the proliferation of HMG42 starts. Armored cars will now shred light vehicles even faster while retaining full AI capabilities, which is completely unnecessary.
But armored cars are extremely fragile. Even more so than m3's because of oorah. ac has the same counters as m3
Stug Target Weak Point
• Ability range from 45 to 50
• Fire aim time from 2 to 1
• Ready aim time from 2 to 1.5
• Area effect radius from 0.5 to 1.5
• Area distance far from 0.25 to 0.75
• Area distance near from 0.125 to 0.375
• Area suppression far from 0 to 0.1
• Area suppression near from 0 to 0.2
• Damage from 80 to 160
• Weapon range from 60 to 50
• Distance scatter max from 5 to 6.5
I think that is only for the vet1 ability, but the challenge is getting it to vet1
But if all those changes are for every stug that be cool
Can you explain a bit more about the bulletins and what exactly are they looking to change? The same HP bulletins are available for conscripts as well so I don't see how this should have this much of a impact