Literally nobody said the unit itself is op, they said the timing of it, when you go LT and super fast M20&Stuart is OP combined with the slower okw start.
Raketenwerfers and fausts should be available to you when it hits the field if not sooner.
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Literally nobody said the unit itself is op, they said the timing of it, when you go LT and super fast M20&Stuart is OP combined with the slower okw start.
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That's all true, what I believe would help is the cost and time shift of USF teching:
LT & CPT: build time from 1m10s -> 30s, cost from 200M 35F -> 280M 30F
Vehicle unlock: build time from 20s -> 1m, cost from 50M 20F -> 0M 25F
This will help maintain current vehicle timing for USF. Currently Rifle squad builds in ~27s and LT or CPT build for 1m10s, this is a huge downtime on infantry so everyone builds the 3rd group of Riflemen because one can't allow him/herself to fight for the first 3 minutes with just 2xRifles and 1xRE. Also the HMG and AT gun are essential in most games so both officers are required which leaves us with RE, 3xRifles, LT and CPT (+Major later on).
Changing timing and cost would allow fitting 1 of the officers instead of 1 Rifle squad in the early game. USF player would have less squads overall (due to increased MP requirements), but LT or CPT would arrive earlier and these squads are marginally stronger than an average Riflemen squad due to having 1 non-transferable Thompson, so power level should more or less stay the same. Timing of the light vehicles would be unchanged. This would also leave some space in USF roster for the doctrinal infantry.
What do you think?
Also new pak howie is a lotto-cannon.
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Asking officers and tech buffs in a riflemen OP thread... the ultimate offtopic.
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I wouldn’t call it a buff, more of a reorganization.
As for the flat “are Riflemen op?” question, no I don’t think they are “op!!”, but they are very good at close range right now.
...
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And the problem was the ST44 volks and not riflemen.
It all started with increasing the power level of Penal and VGs. Then instead of toning down these 2 units to the power level of these 2 units the majority of units received DPS/RA buffs.
Now the power level of infantry is so high that support weapon a build allot less and most games have the snowball effect.
Imo it high time that units start receiving nerfs instead of buffs.
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One could simply make officer an upgrade to Riflemen.
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Have you missed the part where relic doesn't allow removal of officer squads in any form?
That means no upgrades to existing squads.
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Inversely you could buff the support weapons. Lol
I agree with you that the “relative power” of things need to be equalized. The easiest way is probably to nerf a few units rather than buffing a whole lot of units, but the end result would be the same.
10 vs 20. 10 is too weak so buff it by ten then you have 20 vs 20.
10 vs 20. 20 is too strong so nerf it by 10 then you have 10 vs 10.
Of course it’s not that simple though.
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You are laterally complaining about a T2 scout car armed only with a .50 cal. Is there something you're lacking in your arsenal to deal with this?
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the fucking m20 is immune to every inf gun on axis side. the acc, the flame truck - all loose energy to standard inf gun penetration by time, but the retarded m20 looses nothing. is his armor supposed to be the same luchs has ? yes ? then put the fuel cost to 60 ! if u can't rocket it or got an at gun ur fucking rekt ! and thats fucking insane armor for a 20 fuel shitcar which every braindead usf player can spam
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Do you want it to have a firepower adequate to that cost of yours as well?
And its armor is much, much lower then luchs.
L2p and bring AT.
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I completely disagree. If we compare them with volks, the Riflemans are much more expensive than 280/28 vs 260/25.u back ? we missed our favorite allied fan boi
In this case, in comparison with the Volks, the Riflemans do not have:
1. Improving weapons without special technology costs (Weapon racks) A volks can get STG44 with the linear development of technologies that are not special separate costs.
2. The same goes for grenades. This is also a separate waste of man power and fuel. Volks have flame grenade from the start.
3. AT grenade tied to the vet. This is a big problem if in the middle of the game you lose your squad and it is useless even against light vehicles. Each new Riflemans comes without AT grenades, but each new volks has a faust.
4. The first vet does not give any buffs to combat characteristics. You get only At grenade. When the volks are already getting an improvement in target size.
5. Also the Riflemans do not have sand bags.
6. I don’t know for sure, but it seems that Riflemans have more vet requirements than volks. Accept or Disprove this item.
Rifles overperforming? Funny question. Yes, if you play only on the axis side.
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I completely disagree. If we compare them with volks, the Riflemans are much more expensive than 280/28 vs 260/25.
In this case, in comparison with the Volks, the Riflemans do not have:
1. Improving weapons without special technology costs (Weapon racks) A volks can get STG44 with the linear development of technologies that are not special separate costs.
2. The same goes for grenades. This is also a separate waste of man power and fuel. Volks have flame grenade from the start.
3. AT grenade tied to the vet. This is a big problem if in the middle of the game you lose your squad and it is useless even against light vehicles. Each new Riflemans comes without AT grenades, but each new volks has a faust.
4. The first vet does not give any buffs to combat characteristics. You get only At grenade. When the volks are already getting an improvement in target size.
5. Also the Riflemans do not have sand bags.
6. I don’t know for sure, but it seems that Riflemans have more vet requirements than volks. Accept or Disprove this item.
Rifles overperforming? Funny question. Yes, if you play only on the axis side.
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