Another thing to add at full HP it can survive double faust.
The WC1 just needs a few tweaks on its most broken features like reduce HP so it dies to double faust, reduce the range of the MG so infantry can fire back, possibly nerf its vet1 ability so it doesn't just sprint out of danger with no hope of catching up and maybe remove mark target or arty and give it to M3 halftrack.
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Post History of JZuna
Thread: Is the WC 51 overperforming ? 4 Aug 2020, 13:29 PM
Thread: OKW vs. Brits 2v228 Jul 2020, 18:14 PM
OKW has options to deal with brits but they are in my opinion mostly doctrinal, the ones I use the most are:
Overwatch doctrine the jager light infantry with their upgrade seem to actually beat sections in a green cover fight because they snipe low HP models, plus they cloak and can scout.
Fire doctrine it gives good close quarters and later the ISG flame barrage will deny support weapons in an area or counter their emplacements, I do see some players going for this doctrine but they spam the upgrades like they are OP and that is bad in my opinion like multiple flamethrowers or mass mp40.
There are other options like elite armor giving an early 221 but even upgraded to a 223 the much cheaper UC will still beat it.
But if its your random ally getting beaten and not you, its just bad matchmaking getting a better opponent or just a bad ally, not much you can do about it unless you can crush your side as hard as your ally gets crushed in his.
Thread: M3A1 scout car scaling28 Jul 2020, 15:08 PM
Well the m3 already gets a decent sight bonus at vet2 just like the 222, problem is getting it there so maybe it could get the shared experience bonus, once AT hits the field it becomes difficult to use it and most players lose it trying to wipe squads on retreat.
I think the unit is fine if you keep it alive you get constant sight of your opponents units, you can always put a squad inside and prevent lone squads from capping your points.
Most players wont bother because later T-70 does the same scouting with recon mode and can deal with any squad.
Thread: Comeback with panther charges27 Apr 2020, 13:17 PM
Match on rails and metal in case it doesn't show on replay.
This match became a crazy panther rush behind ISU while Lefh barraged at guns made a huge mistake losing a vet3 panther too mines later on but it was a hell of a match
Thread: airborne guards ppsh15 Sep 2019, 22:22 PM
The ppsh are free but with this doctrine you can get the 1cp penals ppsh so paratrooper could really use something extra with their ppsh.
Wouldnt mind paying for the ppsh if I got either camo or the ability that both stormtrooper and USF thompson paratroopers get to wipe squads at close range, something to make it diferent from shock troops and ppsh penals.
Right now the guards with ppsh seem pointless, it comes late at 3cp while penals can get them at 1cp and in other doctrines shocks troops come at 2cp.
you might argue that you dindt go penal but in that case I say the doctrine wasnt used to its full potencial, get at least one penal for that close range firepower, on the m3 it will deal damage more consistently than the flametrower.
So yeah I say add a cost to the paratrooper ppsh and give the unit some ability to make it more desirable.
Thread: Soviet Lendlease rework5 Aug 2019, 21:25 PM
I believe the unit is fine it has higher rate of fire, good speed and reasonable penetration, but if everyone agrees too a buff maybe vet1 AP rounds like what the jackson has, this would give it a late game punch but dont rely only on the m4c sherman and support it with AT guns and SU-85.
Thread: Soviet Lendlease rework5 Aug 2019, 20:47 PM
In my opinion the Lend-Lease doesnt require an extensive rework everything but the assault guards works, so just change that.
Starting with the m5 call in why do we still have that, its a stock unit in a tier you cant skip so either remove it or change it with say the USF M3 Halftrack from mech company it can reinforce and I believe it comes with heal crates that would allow soviets to stay on the field after pushing an opponent off the map but, dont make it call in attach it to tier 3.
As for Assault guards make them 2cp and give them an upgrade too replace the rifles with thompsons they got what weapons, 2 ppsh 4 SVT? not really sure, make them close quarter specialist with 2ppsh and 4 Thompson upgrade if 2CP is too good for this make them 3CP.
So this would be a bundle of 2 units in one m3 in tech and Assault guard call in, or remove one of the other abilities for the m3, or simply remove m5 call in and leave assault guards.
The idea of removing conscript repair for the industry doc repair bunker would just push players towards the already popular T1 opening, but it would make it better for teamgames.
Some have asked for the elite Bazookas with the thompson I would stay away from anti everything squads, a second upgrade with 2 elite bazookas and ambush camo instead of thompsons, and maybe the USF cheap light AT mines too slow down vehicles, since infantry wont detonate them you could catch vehicles off guard, as for snares that's what conscripts or ptrs penals are for.
Thread: T34 ram inconsistency21 Jul 2019, 06:32 AM
They could implement a guaranteed engine damage or main gun crit after the tank has lost a certain amount of HP like they did with snares just play around with the percentages.
I think engine damage is far more punishing than main gun crit at least you can try to escape without gun so maybe guaranteed main gun crit when tank has less than 75% HP, engine damage if tank has less than 50% HP, not sure if it should cause heavy engine crit maybe at less 15% HP or something, at this point its nearly dead anyway.
Just to give players a bit more control on this ability both for the user and the player on the receiving end.
Thread: Early game builds/Help against MG's in the midgame?13 Jul 2019, 07:06 AM
Against mg a single section with the arty barrage upgrade increases sight lets you see those mgs and where they are facing, so easier time flanking and if you are confident in your micro a sniper vs mg if you are worried about being counter sniped you can always choose a commander with command vehicle and use air recon as air recons reveal cloaked units.
I havent really played 1v1 in awhile so cant really say anything about openings
In: UKF Strategies
Thread: How to counter/ balance greyhound 12 Feb 2019, 17:08 PM
Its really the whole doctrine not just greyhound.
The airdropped combat group allows you get elite inf and an AT gun at same time so there is the counter to light vehicles, and more anti inf pressure.
Usually you have to choose AT or elite in airborne since you don't have enough mp floating around for both but this ability gives both and is cheaper.
Combine that with the greyhound and the wipe support weapons off map and you counter mid game so hard that, well you saw how those matches went.
Off course this relies on doing well in the early game.
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