That Dodge
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Posts: 692
these trucks are useful for the first 2 minutes or so, and then the rest of the doctrine is crap except for the 155 barrage
Posts: 1384
With this he'll sacrifice firepower and capping power.
How are either of those being sacrificed?
It should be a 1 CP unit, imo. 0CP units are the shittiest part of this game.
Posts: 1970 | Subs: 5
0CP units are the shittiest part of this game.
Why? They give you more early game options, keeping the meta flexible. Isn't that a good thing?
3x rifle start gets a little stale.
Posts: 692
How are either of those being sacrificed?
It should be a 1 CP unit, imo. 0CP units are the shittiest part of this game.
play with the unit before complaining about it
what's the biggest complaint US players have? No end game. What end game does mechanized give? jack shit.
You should be happy to see trucks, because if you can survive them (and you can) you know you won't be fighting easy eights or m1919 rifles.
I have stopped using this commander completely, because all its good for is smashing noobs with an early truck and 155 barraging the flack building. Getting owned at range by LMG grens and obers because you didn't go infantry doctrine sucks, and the closest thing US has to a late game unit is the easy 8.
Posts: 1384
Why? They give you more early game options, keeping the meta flexible. Isn't that a good thing?
3x rifle start gets a little stale.
I don't like how they encourage picking a doctrine instantly. I can't be the only person who equips doctrines just so my opponent will be really fucked if he decides to use certain units, am I? (IE if he builds a kubel, I can shit out a jeep and instantly counter it.)
I'd much rather the jeep be buildable as a core american t0 unit than be locked behind a doctrine. In general, I'm really not a fan of calling in units that aren't late game tanks or battle groups. I prefer when they have to actually be built at a structure, using up time and a production slot.
The variation in American early game is in the decisions to buy upgrades or mix in RE/ambulances. A 2x riflemen 2x RE build has its strengths if you make good use of fighting positions. 3x Riflemen is just the current trend but it's far from the only viable option. (And past 50 fuel, Americans have a ton of great options in terms of tech and units.)
play with the unit before complaining about it
what's the biggest complaint US players have? No end game. What end game does mechanized give? jack shit.
You should be happy to see trucks, because if you can survive them (and you can) you know you won't be fighting easy eights or m1919 rifles
American T4 is one of the strongest in the game. Just because they don't have a heavy tank doesn't mean they don't have an endgame. Not to mention they have the best AT gun.
Posts: 2885
I'm not saying usf is bad faction but it definitely is a weak one in late game as it has only one doctrine with usefull late game call in and its t4 is weak. You know sherman is great inf killer but its at is very weak for late game and jackson has a punch but no armour, low hp and only good, in no means great range of fire makes it very easy to kill.
Posts: 1970 | Subs: 5
I don't like how they encourage picking a doctrine instantly.
Again, why not? It provides more viable options.
I can't be the only person who equips doctrines just so my opponent will be really fucked if he decides to use certain units, am I? (IE if he builds a kubel, I can shit out a jeep and instantly counter it.)
Nothing about 0cp units prevents you from doing this.
I'd much rather the jeep be buildable as a core american t0 unit than be locked behind a doctrine. In general, I'm really not a fan of calling in units that aren't late game tanks or battle groups. I prefer when they have to actually be built at a structure, using up time and a production slot.
Are you arguing that all 0cp units should instead be core units? I'm all for increasing available options but that seems a little too strong to me. You get access to the dodge in exchange for NOT having access to easy eights or paratroopers or whatever.
The variation in American early game is in the decisions to buy upgrades or mix in RE/ambulances. A 2x riflemen 2x RE build has its strengths if you make good use of fighting positions. 3x Riflemen is just the current trend but it's far from the only viable option. (And past 50 fuel, Americans have a ton of great options in terms of tech and units.)
Alright, a few more options. Why not more?
Posts: 4928
If anything, the M3 Half-Track needs a buff, it's weak as hell for its cost. It provides no protection at all, so battlefield use is impossible. It seems to exist solely to bring in Assault Engineers, then be withdrawn.
Posts: 1384
Wait, how is that 57mm gun the best one? Pak40 eats it for breakfest in terms of dps and penetration.
It has the best abilities. imo anyway, your mileage may vary.
Again, why not? It provides more viable options.
I feel like the purpose of doctrines is to allow you to tailor your core army to a specific playstyle. The best ones are the ones that unlock abilities on existing units.
Nothing about 0cp units prevents you from doing this.
Waiting until 1 cp lets you see what your opponent is doing and react to it. If that same opponent was rushing for a puma, your doctrine choice is looking really shitty now isn't it? It also maintains a proper game pace where every doctrine unlocks abilities a few minutes into the game. 0 cp units break the traditional pace of the game and completely invalidate the point of picking 3 commanders and not just one.
Are you arguing that all 0cp units should instead be core units? I'm all for increasing available options but that seems a little too strong to me. You get access to the dodge in exchange for NOT having access to easy eights or paratroopers or whatever.
No, not all of them. For americans though I would certainly argue that units like the Jeep, or Pathfinders, would be better served as core units that unlocked abilities through doctrines rather than be purely doctrinal call ins.
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On a real note. They do have a 3 cp call in with pgrens or grens with a lmg
Posts: 8154 | Subs: 2
Ostheer doesn't struggle nearly as badly as OKW does, thanks to the panzerfaust.
OH + OH vs US + US
I think it struggles really, REALLY bad with something like Dodge + AA HT rush. You are always behind on the mp battle (due to fast teching to get pak). Dodge + E8s...damn.
Panzerfaust doesn´t help if he doesn´t get on range. And if you goes for the faust, i don´t see why not the US player just bails out to chase you.
Problem with the dodge, is that it´s a bit too good at 0CP and a bit bad at 1CP. On another note, i still don´t know why the Mechanized groups are at 3CP when they are basically the "same". I don´t thing anyone would be annoyed to face them at 2CP.
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If anything, the M3 Half-Track needs a buff, it's weak as hell for its cost. It provides no protection at all, so battlefield use is impossible. It seems to exist solely to bring in Assault Engineers, then be withdrawn.
Its a reinforcement point. besides the frailer and slow as hell ambulance not to mention you can use it in enemy territory.
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This thing needs to be moved to 1CP or huge health nerf. Even raketenwerfer is useless vs this thing with a decent player microing it. Volks get destroyed before they can even put a dint and double sturmpios might be ok but how map control are you going to lose with that?
What about kubel Wagon ? it is just as strong as the wc51, better nerf that too then. A early kubel wagon is just as a pain in the ass as a early jeep. Only difference is the jeep counters the kubel with is 50 call hmg which has good pen, it is slower and IT REQUIRES A COMMANDER.
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