"The panzerwerfer will still one-shot units in buildings"
I believe that there's a bug fix for Pwerfer's damage vs. units in building, cookiez.
all in all, this patch seems good. Lots of bug fixes, little changes to some things to balance them out.
Yeah the ridiculous garrison damage was removed(didn't see that in the notes?? I had to check the stats myself) but this explosive change MIGHT still insta kill the buildings themselves.
The problem is we don't know how they really perform, as their ambush bonus (+50% accuracy) is bugged:
- It has infinite duration
- But only applies to the entities that open fire first
Thus, their performance is very very inconsistent.
They will also feel a bit squishier this patch, as axis infantry gets to retain their accuracy vet.
The best nade in the game combined with camo combo is so fucking op they really don't even really need guns
I got 30 kills in like 10 minutes during a 2v2 with commandos last night, yes, from the "Up" commando regiment glider that I also used as a reinforce point
Still stronk as ever. Gammon is ridiculously good and the camo is nice.
Now They aren't auto win trololol Scottish IRA Captain Price, YUri, soap and friends like they were at release, but still very strong and definitely don't need buffs. We're so close to non-shit balance, let's not mess with stuff that's not in a bad spot
it doesn't counter sturms, atleast I don't see how they would.
It does actually...its kinda risky because nades are such a huge investment that early, but you CAN throw a nade in the sturms charging path, which actually works very well with practice.....or force them to stay at range where rifles will win because they cant charge into the nade
I'd say early nade tech to rekt a sturm squad and the follow up volk squads has a good success rate vs sub top 200s
At top 200 and above i'd just get a cleverly placed fighting pit for nades and save the munitions and fuel if you want early nades.