SK1M3R

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About SK1M3R

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  • Birthday 07/09/1996

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  1. SK1M3R

    1.13.1 UPDATE - New Anti Tank Weapons!

    yes, they did, fighting against tanks as infantry still is also fighting to destroy your wallet
  2. SK1M3R

    1.13.1 UPDATE - New Anti Tank Weapons!

    the PPSH the PPS, the PPD, the TT-33, the Nagant Revolver, the PTRD sway and masssive cone fire, what all of those weapons have in common is that it game they dont perform not even to half of what their real life performance is, the PPD has a 800-900rpm fire rate in real life and it is decently accurate, the PPS fire rate should be 700rpm, the PPSH one is between 900-1000rpm in stock condition, the TT is a very effective handgun and its in game damage is way inferior to that of the other guns for no good reason, the PTRD is accurate up to 300M and it could even go further if it wasn't because of the sighs, the nagant revolver at max upgrade is 3HK in the game because reto logic, while the US revolver is 2HK with its ammo upgraded, and even while the AVS is a good gun (the only good gun in the faction) it is grossly miss represented as it was more a marksman rifle with a full auto panic bottom than a assault rifle intended for permanent full auto, in other words the rework that gun needed was damage per bullet to the point it could 2HK, instead of its massive recoil reduction that it got. so please don't tell me they didn't have anything to work with because SU actually had a ton of good effective fire arms, another thing is that in this game pathetic shadows of what they are supposed to be.
  3. SK1M3R

    1.13.1 UPDATE - New Anti Tank Weapons!

    basically, over all the most nerfed faction of all is SU again, at this point I wonder if reto always intended to make SU a underdog faction in the FPS side, because all their design decisions seems to point that it has always been their intent
  4. SK1M3R

    1.13.1 UPDATE - New Anti Tank Weapons!

    that depends on what yoy want from H&G
  5. Hey reto, I know you haven't realized yet because you barely put any attention to the community and some times just ignore huge design flaws in your game but right now there is huge unfilled gap in the US and SU factions that places them in a horribly vulnerable spot while fighting GE, and that is that while GE got those magic semi produced prototype tanks that you allow them to spam, like if they where given for free with the purchase of a hamburger. Now those tanks have a unstoppable effect on the battle field, since they can take all the AT at SUs disposition without getting penetrated not even in the rear, and can take all US AT weapons with massive damage reduction, leaving them unable to stop them, yes I meat more specifically the King Tiger, and the only way to stop that thing in the past was with h3s, since other tank guns barely do any damage even in this patch and the little damage a IS-2 or the 90mm of a Pershing can do to it gets mitigated to nothing, and the ducking thing can still just turn around to the direction it gets fire from to get total invulnerability to damage while the other tanks will suffer damage from any angle and side, that of course is another major design flaw you included because you didn't add any mechanics or weak spots on the sides that could prevent tanks from turning around on a dime or better yet turn around at all. ok over all other tanks cant do almost anything against GE prototypes in this balance broken game, but H3s where the saving grace for said attacks, now that you have effectively removed that from SU and US and you didn't leave any effective replacements, GE gets to win almost any match that they have heavy tanks regardless of the enemy team, now can you add the H3s back to SU and US until you get them something effective enough to replace it?
  6. and rambos shut down their brains again, and go for restart rush easy charge kills?
  7. SK1M3R

    1.13.1 UPDATE - New Anti Tank Weapons!

    let me explain it for you, rocket launchers can kill tanks pretty well now, tank guns have a horribly hard time killing other tanks in most situations and the KT is a super damage sponge that people can't kill any more, so +99 of German bias is included. in a side note aside of the ignored feedback of the prototype as always, reto realized the update with out testing if the build was stable in the prototype server, because the build that was available in the prototype was very unstable and its subsystems where prone to crash including the sound system.
  8. SK1M3R

    Prototype test 15/1/19 feedback

    which is a lie, here is the line up made by reto: only from below and from above, so since you cant shoot the bottom with out killing your self if the attempt, and climbing up a Tiger to shoot at it is a suicide anyways, it is worthless wonky and over all not really effective at all.
  9. SK1M3R

    Fix anti-personal mines already!

    do you remember that time at the Town map, with a ton of AP mines and me spamming a PTRD to harass the pilots to in to our little troll castle.
  10. SK1M3R

    Prototype test 15/1/19 feedback

    the GE AT rifle is a tier 1 in line with the PTRD, and no it can't penetrate the side of KT with the first 3 shoots as its armor is 100mm thick and the pirate cannon has 90mm of armor pen. now the supposed tier 3 AT gun for SU is the PTRS which has the same penetration values as a PTRD which means it has no chance in hell to even damage a KT in any other place that it ain't the tracks, I know that reto loves giving semi prototype tanks to GE but the shirty pirate canon wont penetrate it, further more with out H3s there ain't any way to deal with the massive KT spam that already happens, nothing in the SU arsenal is powerful enough to deal with that damage sponge , in tank vs tank combat it still takes 5-10 shells to kill one of those tanks and a KT can easily win any tank vs tank fight by just turning round to face the enemy tank and there isn't any mechanic in place to stop them from doing so.
  11. SK1M3R

    Prototype test 15/1/19 feedback

    try to pen the side of KT with a loving 15th century pirate cannon
  12. SK1M3R

    Prototype test 15/1/19 feedback

    because that means no one can stop the GE tanks now?
  13. SK1M3R

    Prototype test 15/1/19 feedback

    after extensive testing, I can reproduce a client crash, all you need to do consistently is to fire HE shells while the tank is moving the specific vehicle I tested with is the SU-85 and the mission of the prototype server is : /M 8397677268894845022
  14. SK1M3R

    Prototype test 15/1/19 feedback

    after testing a tank vs tank battle, it still takes 10 + shoots to defeat an enemy tank in average, and destroying light vehicles still takes 2-3 shoots and taking in account, how many damage AT infantry can deal now it is very bad that tanks cant stop charging jeeps if it ain't with HE shells, APCs can even take 2 85mm hits in to the engine before you destroy it, I mean't only the engine, not the vehicle, an APC takes up to 5 shoots to internals before it dies, which is too much, vehicles with destroyed engines should be slower than they currently are and the engine in light vehicles should have considerably less health. over all the problem remains, tanks deal too little damage to vehicles to the point battles become a very boring contest of who has the most armored tanks AKA: GE always wins with KT/ panther spam. I think that destroying the fuel depo/ ammo rack in a tank should take at least 50 of its health pool off, and destroying it in a light vehicle should be insta kill, just like the headshoot multiplayer works but in light vehicles