isnt it the same with riflemen and kubel ?
Rifles do not start with AT nades and are helpless against lights until vet1.
OKW still has ability to get puppchen out. |
If he made such a comeback, gg to him. |
300mp AI specialist unit beats 240 AI generalist unit.
Truly imbalanced game.
Damage sponge unit with no firepower can soak a lot of fire, how could that even happened?
Are we going to ignore the fact that only unit in game capable of reliably fighting JagdTiger is JagdTiger? |
AT guns are slow and require careful positioning and support to avoid being flanked.
Pumas can keep up with the 251.
A support... like... from flame halftruck for example? |
Isn't that suppose to be a weakness of FHQ thou? That it's not capable of being used everywhere and very situational? So CE would be able to build this on Urban maps too right? How much durable should this FHQ be? I suspect a problem where players will build the placable FHQ instead of using ambient buildings just out of convenience.
Should there be a different cost between spawning an FHQ in an ambient building and building one with the CE to encourage players to use the resources provided by the map?
Other than the FHQ I think the other changes to Urban are great. People are scared of the KV-2 Vet 3 but... that's like saying a Vet 5 KT is scary... ofc it is.
And should ability be completely useless waste of space, just because of the map?
Buildable outpost doesn't provide aura, is fragile and has only half of the medics, so its not a buildable FHQ copy. |
Doesn't having a placeable FHQ building kind of distract from the theme of Urban Defense a bit? Since what if you can't even fit the new FHQ building in an Urban environment?
Just a thought don't mind me.
Then you use old FHQ with aura and 6 medics on neutral building. |
Is it possible to make it do less damage to retreating units or while it's moving? IIRC flamethrowers aren't accuracy based anymore so I don't know how well this will work. Nerf direct damage and increase the DOT so it doesn't burn retreating/moving units so well?
Also tie the CP4 into t3. It's just silly that it's the only meta medium call-in left that isn't.
You can change accuracy on the move/retreat, but not damage and flamers happen to always hit, so one thing to circumvent this would be to nerf direct flamer damage and increase DoT damage while reducing DoT duration to keep it in line, that would make it bursty against stationary units, but weaker against mobile and retreating ones. |
Well, you can click a button and have a panic puma to counter T70, however there isn't really anything allied side that would do the same, short of AEC, which does arrive pretty early, but since brits are irrelevant, not sure if its worth mentioning.
251, being light vehicle, doesn't really need offensive vet, especially when its flamers are extremely strong from get go.
Vet gives it mainly mobility, but that mobility does make a massive difference for it, which we have seen yesterday multiple times.
At least it needs more then 2 seconds now to kill fully healed garrison now, but other then that, thanks to how flamers and their accuracy works, 251 is a retreat wipe machine if you commit to a chase. |
I´ve noticed that the flares provide sight despite being already disappeared visually.
Animation issue only.
Its supposed to give sight for what? 60 seconds? Or was it 30? Or was it 30 for tripwire... |
I have always wondered why this was never apart of OKW's tech trucks abilities to begin with.
Probably because OKW trucks were never intended to be repositioned after deployment. |