Just burst out laughing.
Too much efusiveness.
New DLC must be on the doorstep. |
Thread: Dshk 3813 Feb 2014, 00:12 AM
Anybody using this successfully after two nerfs? I'm curious what role it plays given the current meta.
Dshk 38 HMG
• Damage from 20 to 16
• Near Accuracy from 0.64 to 0.72
• Far Accuracy from 0.16 to 0.18
• Cooldown min from 1.25 to 0.5
• Cooldown max from 2 to 1
• Cooldown duration multiplier far from 1 to 1.7
Soviet Dshk 38 Sokolov
Damage reduced from 16 to 12 |
Very cool idea in here. +1 A unique commander for a change. |
I look forward to our new King Panther overlords. |
It appears that those fellows over on the Steam forums have posted the notes on Pastebin. |
King Tiger is being turned into a King Panther, this time with less counters. More news at 11. |
Speed bumps. They suck and the counters are bad. 76 seconds with a flame thrower.
Bunker build time should be increased substantially with a slight increase to MP.
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Thank you! |
Dislike how the OP has completely ignored the OSWP potential of the German's. You cannot brush this off with "well, this unit is hardly used in one vs ones therefor it's fine". This is a game mechanic and should effect both sides similarly. The list should read like this.
- Mines (ability)
- Democharge (ability)
- Precisionstrike's (ability)
- Strafe's (commander ability)
- Bombing runs & artillery (commander ability)
- Grenades and Rifle Grenades (ability)
- IS2 & Tiger Ace (unit)
- ISU-152 & Bummerdar (unit)
- Rocket launchers (unit)
With that being said I'm unsure what can be done to change this mechanic. Perhaps the chances of the OSWP can be reduced, but, I do not think it should be removed completely. When you have a large bomb being dropped directly on your head no one should survive. It would just feel fake to do so otherwise.
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I've had this happen in numerous games. With no obstruction, clear line of site, I was unable to direct fire onto the target. I ended up shooting the ground with a precision shot and banking the saved munitions. |