Shanks wrote:i do clarify as 120000000 times, that the daimler was an example !, i dont told you what strategy I use to destroy units with the "daimler", perhaps it is the only AT tool ???? ... then you speak that I compare 1v1 units, Is not it the same as you do ??? .. "The hetzer has this and this, the M10 this and this, the Achilles this and this", at least you have to read what I write, before giving an answer
I speak of the hetzer more than anything, and you deviate the subject
Well, i compare strenght and weakness units in the same role have. Comparing a TD with another. And here Hetzer holds the HP, armor, received accuracy and amount of ambush shots advantage (+ being clearly more powerfull as the US M10 when it comes to destroying common targets due to the ambush pen boost changes that hurt US most). The M10´s do only have speed and the CW one an HE shot. But the CW faction is far less multirole options and its inf isnt such a good support for tanks like PE inf is (simply bc of advanced rep everywhere and much better durability and versatility)
You come up with 1 vs 1 engagments. You had issues with daimler flanking your hetzer and infantry, i told you what could possibly help. But you turned it again into a 1 vs 1 scenario daimler vs 20 mm and i just told you the cons and pros of each unit and for what they can be used. For me it seems that the game stands still and that each side sends one monster into the field against another one in 1 vs 1 like in a pokemon game.
I just told you how i protect slow units against small mobile units and infantry.
And btw.
What do you think about the Jagdpanzer IV/48 which gets replaced by hetzer in the reward menu? It uses the same TT as hetzer just with slightly better armor. Instead of 46% chance to bounce 76 guns it has a 52% chance to do so and M6A3C zooks have instead a 100% pen chance only a 90% chance to pen. It costs more and has no top mounted MG. It has 650 HP instead of 600 as hetzer has but in general it has the same weakness. Three zooks that pen would likely kill both while two zooks would perhaps kill a Hetzer only with luck triggering both times max damage.
The IV/48 costs more but holds apparently no real advantage or has at least the same problems. Why dont you propose anything for that tank which costs even more than a Hetzer? Not important right? You didnt have that unit on your screen at all. The Hetzer was simply better which isnt what "reward" units are supposed to be. You trade certain cons on pros. In this case the JP IV/48 was supposed to have actually better survivability due to slightly better armor and HP for slightly higher cost. But the flank speed totally neglected this aspect because the mobility with flank speed made the Hetzer surviving much longer on the field than the armor and HP on the IV/48, plus it gave the Hetzer even much better offensive capabilties and a better versatility in general ....for cheaper cost.
I´d like to hear your unfailable minds to this matter. I think that the IV/48 gets back its reason of existence as reward unit (basically the hetzer is the reward unit, i know). Trading better survivability with cost instead of trading a piece of shit with a super effective and versatile unit.
mofetagalactica wrote:¿Hey war where can i get your mod? I wanna try it.
I am actually not allowed to share it and only a very few of my closest mates have access to it. Unfortunately i hadnt any time recently (since February i hadnt much time) to work on it so it runs on 5.14 version. However arty changes (at least ranges and reduced scatter removal from rocket arty vet) got implemented as well as the current gun changes (ranges, reload times) and some other stuff. It is quite different in many aspects (eg cost ratio between infantry/wepon crews and Tanks/arty) and PE is more or less completely different. But i would have to update it first to be compatibel with latest versions. I can let you know when i got the time for it but you wouldnt be allowed to share it with anyone.
You can pm me for more infos in steam.
Tiger1996 wrote:Henny wrote:In my opinion if you remove the flank speed from Hetzer you must remove the flank speed from the cromwell aswell
Hetzers were the only true Axis counterpart to racing Cromwells, because flank speed for Hetzers allowed them to chase Cromwells.
Now I have no idea how Cromwells are going to be hunted at all.. just too fast to be caught! The only chance would be if the British player pays no attention to his Cromwell.. or drives it into ambush unwillingly, the Axis player can only be relying on his opponent mistakes at this point.
perhaps you cant chase it accross the map but cruisers are meant to be fast. But just bc you cant hunt something it doesnt mean there is no protection. Its not like the old OP comet combining Pershing armor with cromwell speed and Panther gun.
Pretty much anything can pen it, even the 28 mm guns. So there is a protection against it and the cromwell cant stop your units in case you want to attack. Running only away doesnt make you win a game.
But in this case it follows the same logic. The cromwell would never be able to face a Hetzer unless it has the chance to circle arround or to be simply faster in movment. And whenever a cromwell makes a dance with your mortar HT it becomes automatically vulnerable to possibly hidden Hetzers and 50 mm guns. So using cromwells is always a risk to run into an ambush. The other option is not to attack and to just run away all the time.
Tiger1996 wrote:I have always wondered why the 3rd CW truck doesn't require Captain first...
This allows British players to bring Cromwells too early into the game, almost sometimes as soon as Puma specifically in high resources games.
I think thats in order to bring come versatility. I do like that system and would like to see it more often. The tec lines are often very straight. Only US has one option to either make tank depot first but then having still no access to anything better than regular shermans unltill the supply yard is up.
On axis side there could be something similar. Like you could get your medium tank factory after first HQ upgrade and having only stugs and stubby tank IV availbale but while the second HQ upgrade unlocks long barreld tank IV´s. Just as an example.
I like versatile tec lines like that one.