The pak howitzer can non doctrinal deal with this pretty easy. Especially if you factor in equivalent mp investment, not just 1 pak vs 1000mp in raketens. I think you need vet1 to do white phosphorous shots, but they are not the shitty watered down rounds that don't damage anything from the MH, they are the prenerf values that actually fuck shit up. so if the raketen blob gets a wif of one of these hits, it's down to 1hp for them usually. You sneak a couple bar sqauads in the retreat path and you can decrew the lot of them. Easier said than done, but it might be worth it.
The regular pak howie rounds will also do well from multiple paks
smoking the blob also helps. If smoke is working the way I think it works, any projectile that has to fire through the smoke will have a significantly reduced accuracy. Of course, a rocket could veer off course and hit something else :/ |
I am not saying Füssiliers should get vet 5 passive sprint back. That was a good change. What I am saying is that the USF officers shouldn't get passive sprint for no apparent reason. The USF officers are already very good as they are with the Garand buffs and overall potency of USF.
What would count as a reason to have passive sprint? |
a 200 muni easily dodged, small AOE, plane off map that directly hits should do some damage. Granted, There's a low margin of error with a engine critted tiger, but it still is possible to survive if you can determine where the plane is coming from in time. Even rammed, on the map border, a rammed Tiger can still recover and move fast enough to avoid most if not all of the bombs. IF you lined up a near full health tiger to get all bombs to directly hit it, or your opponent made it impossible for you to do so, you probably just got out played.
I think he got outplayed, that maneuver sounds like it was well executed.
Doing the same thing with the stuka and target weakpoint isn't really necessary, since the stuka will track the target. Really the two shouldn't be compared, the better comparison would be the stuka dive bomb plus a target weakpoint for the wehr side. Last I checked that's a solid 500 damage, always penetrates, plus you can get off at least 2 shots from the pak for an addition 320hp. That's enough to destroy almost any allied armor. I'm not sure about IS2HP and Churchill HP, they might need a few more licks from the pak. |
IL2 bomb strike vs the gun on the stuka? Really? The Stuka is a directional weapon and may not penetrate the IS2. The IL2 bomb has extremely high penetration to the point where it doesn't matter where it hits. What's the cost difference between the two attacks? |
This mortar used to be good. However, as with most things allies have that are effective, it was nerfed into being undesireable. Considering how Wehr especially likes to set up camp and sit around until they have panthers and Tigers roaming around everywhere, the 120 significantly endangered that. |
I honestly couldn't give a shit what the axis penetration values are as a whole. The weapons they have for engaging in armored combat are all effective. They don't bounce. There are some really rare bounces from pIV, but it's not common enough for me to risk it with a pIV. As far as I'm concerned, there is no difference between the performance of a pak40 at penetration value 220 or 20000. Same shit to me, the round is going in. I'm playing mainly USF, so the only thing that could possibly bounce a pak40 is the one doctrinal heavy tank I never use, so I really don't care. Boost it to a million, same difference. |
just use panzerwerfer, whole blob gone |
Wouldn't it be cool if you could put some kind of veto on players for random team games? Maybe even clickable tag reviews too, so others could see what other players think of that person? |
The thing I find strange is since the justifications for changes were put into the patch notes, the justifications for some things don't correspond to the axis side. Take for instance, the squad wiping ability of the scott. That thing just fires and fires and fires now, enemy troop concentrations just ignore it and every shot misses, it takes so long the axis player will just move in an ATG and then the scott has to back off or die. Now contrast that with a brumbar, big cost difference, yes, but also much more durability and firepower(with the top mounted mg). Fills a similar role, though. Anyhow, I have to retreat before the second shot, because that squad is dead. First shot just completely devastates the squad where all models left over are pretty much 1 shot kills. That's fine though. It's doing the exact thing the scott was nerfed for. I'm not calling for the brumbar to be nerfed to useless. I think it's right where it should be. The scott was fucked up for being an effective weapon. It keeps going throughout the changes.
The mortar HT was awesome for removing stubborn ost players from buildings and choke points. Now, while still somewhat effective, the white phos rounds the player has to pay for are so weak that some players don't even bother to leave structures, because the nerf also reduced the maximum damage that could be done, leaving the opposing squad with plenty of health to remain in the building and be effective. So have to hit it with another phosphorus after waiting the cooldown. I'd much rather have seen a price increase on the rounds, than this nerf, since it has drastically cut the utility of this doctrine specific vehicle. Yet, let allies get by napalm mortars, time to burn. I'm guessing the delayed fuse bombs are the next nerf for the mortar ht, because they still do their job effectively, once vet1 on the mortar ht.
I find it comical how hard I get wrecked in this patch in team games now, watching me go from what should be a force advantage to a very swift retreat with heavy casualties. Another big sign of the difference is in the morale. When playing axis, people are far more willing to try to make a comeback, because you can. As allies, people take a heavy casualty and are ready to throw in the towel. It'll be the same player too, but it seems like with each passing year it fits this pattern more and more. |
I do play quite a few 4v4 and 3v3.
My 4v4 rank is a lot higher compared to the others so i guess so
This is common in this game. People do things backwards. You see as the number of players goes down, you lose more. In other words, the more you have to rely on yourself instead of others to win, the greater the chance you will lose.
If you want to get better, spend some time playing 1v1, try to get yourself to level 9 or 10 at the minimum, then move up to 2v2 and do the same. Repeat until you are back at 4v4. You will find that now you will be a greater asset to your team, instead of the liability you are currently.
Also, lay mines. Axis has a lot of $$$ in those tanks, shame if one of them were to break down during an attack. |