nerf the fking pathfinder and Howitzer
Posts: 599
Posts: 3602 | Subs: 1
But somehow the modding team decided its balanced because you can build a mortar for smoke!
And then people complain because instead of being constantly on the downside you insta pick Pathfinders...
Posts: 1096
1. Not offmap call in to destroy artillery/Pak43
2. No rocket artillery
3. The Pathfinder and the Scott are both located within the USF faction, providing a massive nerf as stock due to USF being generally terrible at many things.
Posts: 1197
I feel like the slight viability of the Path/Scott combo is offset by:
1. Not offmap call in to destroy artillery/Pak43
2. No rocket artillery
3. The Pathfinder and the Scott are both located within the USF faction, providing a massive nerf as stock due to USF being generally terrible at many things.
Yeah no shit USF pathblobbing works because stock USF lack many essential tools to fight.
Posts: 1197
Yeah the 42 sight bonus should have been bf locked. Mg42 immediatly benefits from this extra sight range putting esp usf on the back foot from the start.
Afaik the lmg42 lasers one model quite well also making closing more off a risk.
If rear echelons didnt suck so much combat wise them having smoke would be more used to the benifit of rifles esp imo.
Through this post shines a sheer incompetence of understanding basic gameplay mechanics.
OST starts with MG42 and Pio which is the most passive and weak starting since many forward elements can absolutely wreck a dismounted MG team or flank it. As such pios have 42 sight to keep MG42 safe and posted.
It would be wise to play the game once in a while.
Posts: 1197
USF early game is fucked up vs Ostheer, you must decide between 3 RM or fast M20, your lieutnant comes from the map border, the RE is worthless and you must fight HMG and potential sniper while not having the numerical superiority.
But somehow the modding team decided its balanced because you can build a mortar for smoke!
And then people complain because instead of being constantly on the downside you insta pick Pathfinders...
Would you prefer the original free smoke riflemen?
Posts: 1289
Through this post shines a sheer incompetence of understanding basic gameplay mechanics.
OST starts with MG42 and Pio which is the most passive and weak starting since many forward elements can absolutely wreck a dismounted MG team or flank it. As such pios have 42 sight to keep MG42 safe and posted.
It would be wise to play the game once in a while.
Look who is back. Had some time to read my posts? Not to busy with adding random unrelated shit anymore? We will see. Ow and drop the insulting tone. Its unbecoming for an alleged phd holder. You should play without being so narrow minded.
The pio sight allows the mg 42 to be used more agressive. You can and will ussualy block off vital areas or cap points. For a while giving an edge early on. Pios unlike rear echelons or ce's can block or force off most starter squads. Esp with mg42 and grens close behind them.
Rifles esp cant go up against this early game. Any flank will be spotted early on. Giving the "cough poor" mg42 time to redirect. Rear echelons you can just mostly ignore and focus on the rifle(s) with 2 units.
The mg42 hands down the best mg in the game. I doesnt need the pio 42 bonus vision from the first second of the game.
Its costs is on the lower end, its supression is the best, its dps esp with ap rounds is very good, its arc is tied as the biggest. Its pack up and deploy times is closely tied with other mg's to almost not be noticable.
Its not unrealistic to have bonus sight behind unlocks or tech up. Certain things when to good early on have been moved to tech or side grades.
They moved smoke away from rifles for a reason genius.
Posts: 599
Through this post shines a sheer incompetence of understanding basic gameplay mechanics.
OST starts with MG42 and Pio which is the most passive and weak starting since many forward elements can absolutely wreck a dismounted MG team or flank it. As such pios have 42 sight to keep MG42 safe and posted.
It would be wise to play the game once in a while.
This is completely mode/map dependent as I am sure you know. Some maps OST gets the short end of the stick but most often rushing towards certain cutoffs or building with PIO is expected with GREN back capping. Really the only allied faction that can pressure OST like you describe is a straight con spam. Rifles/IS pump out a bit slower and usually aren't spammed as much as CONS.
Posts: 1096
Through this post shines a sheer incompetence of understanding basic gameplay mechanics.
OST starts with MG42 and Pio which is the most passive and weak starting since many forward elements can absolutely wreck a dismounted MG team or flank it. As such pios have 42 sight to keep MG42 safe and posted.
It would be wise to play the game once in a while.
Use pio vision bonus.
Spot flanking unit.
Turn MG42.
(remember to 'drag' you mouse so that it sets up in the direction you want)
Posts: 786 | Subs: 1
Through this post shines a sheer incompetence of understanding basic gameplay mechanics.
OST starts with MG42 and Pio which is the most passive and weak starting since many forward elements can absolutely wreck a dismounted MG team or flank it. As such pios have 42 sight to keep MG42 safe and posted.
It would be wise to play the game once in a while.
mods will look at this man's posts and go "hmm...no, these obvious bait posts are NOT bait, haha"
Posts: 786 | Subs: 1
Use pio vision bonus.
Spot flanking unit.
Turn MG42.
(remember to 'drag' you mouse so that it sets up in the direction you want)
lest not forget to make tier 1 and shit out a grenadier squad almost immediately and have three units ready for combat relatively quickly
if grens were dogshit infantry then the bonus would make sense, but they aren't, they are actually really good infantry at all stages of the game lmfao
should have given the sight bonus to ukf because their MG sucks as is and their infantry is completely useless until you spend the mp cost of an elite squad and the fuel of half a LV to just be able to beat grenadiers xD
Posts: 293
lest not forget to make tier 1 and shit out a grenadier squad almost immediately and have three units ready for combat relatively quickly
if grens were dogshit infantry then the bonus would make sense, but they aren't, they are actually really good infantry at all stages of the game lmfao
should have given the sight bonus to ukf because their MG sucks as is and their infantry is completely useless until you spend the mp cost of an elite squad and the fuel of half a LV to just be able to beat grenadiers xD
They are not "really good" at all stages of the game Katukov, control your bias a little. lol.
Posts: 1096
They are not "really good" at all stages of the game Katukov, control your bias a little. lol.
But with a LMG42 they are.....
Cheap
Snare with good range
Can build bunkers
excellent weapon upgrade
rifle grenade (contentious but I think it's fantastic)
No side tech required.
I'd say that is really good.
if you want excellent or specialised infantry then that is available too lol.
Posts: 293
But with a LMG42 they are.....
Cheap
Snare with good range
Can build bunkers
excellent weapon upgrade
rifle grenade (contentious but I think it's fantastic)
No side tech required.
I'd say that is really good.
if you want excellent or specialised infantry then that is available too lol.
All of this is true, but his statement is an exaggeration. Speaking purely in terms of combat performance, they become really good after vet 2 and with their lmg's. You can easily take them on with comparable allied mainlines before this point. They are not 'really good' at all stages of the game.
Posts: 197
They are not "really good" at all stages of the game Katukov, control your bias a little. lol.
Depends on RNG a lot in the early game before they get their LMG around the 5 min mark, in some engaments a Gren squad will just start a fight and instantly volleyfire pick off my models, and repeat that multiple times before my riflemen/cons can even close in.That or they barely do any damage and just get bumrushed.
Posts: 444
Through this post shines a sheer incompetence of understanding basic gameplay mechanics.
OST starts with MG42 and Pio which is the most passive and weak starting since many forward elements can absolutely wreck a dismounted MG team or flank it. As such pios have 42 sight to keep MG42 safe and posted.
It would be wise to play the game once in a while.
Speaking from 2s experience only. I feel like the MG42 pio opening vs the USF rifleman opening is actually pretty viable.
The USF player is outnumbered until the officer arrives. Getting a single rifle squad suppressed until that time means you almost lose 1 third of your attacking power. Which kinda makes it hard to win that crucial first engagement to hold down the fuel + cutoff.
Imo another reason why people prefer going paths.
Posts: 309
Posts: 1197
Look who is back. Had some time to read my posts? Not to busy with adding random unrelated shit anymore? We will see. Ow and drop the insulting tone. Its unbecoming for an alleged phd holder. You should play without being so narrow minded.
The pio sight allows the mg 42 to be used more agressive. You can and will ussualy block off vital areas or cap points. For a while giving an edge early on. Pios unlike rear echelons or ce's can block or force off most starter squads. Esp with mg42 and grens close behind them.
Rifles esp cant go up against this early game. Any flank will be spotted early on. Giving the "cough poor" mg42 time to redirect. Rear echelons you can just mostly ignore and focus on the rifle(s) with 2 units.
The mg42 hands down the best mg in the game. I doesnt need the pio 42 bonus vision from the first second of the game.
Its costs is on the lower end, its supression is the best, its dps esp with ap rounds is very good, its arc is tied as the biggest. Its pack up and deploy times is closely tied with other mg's to almost not be noticable.
Its not unrealistic to have bonus sight behind unlocks or tech up. Certain things when to good early on have been moved to tech or side grades.
They moved smoke away from rifles for a reason genius.
I was never "away". Just started teaching on my university and have to keep up with lectures.
Noone argues the machinengewehr42 is the best mg in game. However it's static and early game is prone to flanking. That's why pios have vision. Devs said so themselves (won't bother bringin up patch notes, let vipper handle that).
Posts: 1197
Use pio vision bonus.
Spot flanking unit.
Turn MG42.
(remember to 'drag' you mouse so that it sets up in the direction you want)
>realize dragging and setting up takes """time"""
>realize you are too late
>mg42 goes down
Posts: 1197
mods will look at this man's posts and go "hmm...no, these obvious bait posts are NOT bait, haha"
Well, they are not. Your posts look like bait to me sir.
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