I think they are a total waste of resources and basically the stylish looking version of SU combat engineers who can't repair; demos being their only use.
Either a cost reduction, ROF-nerf revert or new utilities is needed and I am counting on you b. 500-890(Vanguard) MP is too much for these guys.
890? God math skills. Following this logic kt cost all 3 okw tiers plus regular cost, which is too much, so it should be free. Its also iconic big fat kat, so buff on top of that would be nice.
P2 is more mobile, deals more damage, have camo, comes quicker, cost less, does not requiere commander. Cant kill garisons as fast, but it doesnt matter since hetz commander has flamethrowers, which already clear garrisons without trouble.
More so, flame hetz performance absolutely horrible, double con squad (theoretically single one, but it takes too much time) can kill it soley with at grenades, once engine damaged, hetz is too slow to even protect itself. Same with us captn, it can kill engine damaged hetz solo with bit of micro. Whats the point of geting soley AI unit, which is horrible against infantry? Just go scavenge and spam ostwinds, lol.
For the love of kruppstahl, do something with flame hetzer.
Rifleman should be removed form the game, i have problems rushing them throught negative cover even with double spio, what an op bs unit, can take on its own three times its mp cost.
Brits probably going to suck in 1s and 2s after AEC nerf untill vet fixed.
As for nowday strats, i like to do double hmgs double sections (including starting one) into pit/2aec + glider for frp, aa officier and commandos into lategame stuff, 2 at guns croc or ff and croc, depending on fuel control.
With AECs which you should never lose untill 15m+ mark, worst case scenario trade them for pumas and stugs, mb even something heavier, you should have free map control, easily harass his leigs, and protect your mortar pit. They also can kite volks to death due to better vision and attack range, shrecks are not counter to AEC by any means, only rakketens are serious threat, but then you can flank and kill them on retreat very easily if they are unsupported.
2 HMGS in crucial points give you even easier map control, use trenches with +10 range on vet 1 if there no approporiate buildings.
Then just attack him with commandos, aa officier (dont forget to use op heroic charge in every situation possible), aecs, sections, hmgs, untill there is wehr guy helping OKW guy, last have no chanse to survive something like this with mp wasted on isgs. If he have flak hq by the time you push, just siege it with at guns ground attack, smoke ground attack from aec, also you can use vet1 plane on aa oficier to scout him.
He should be dead long before lategame, especially if you have ally with calliopes, if not, use croc with at guns and ffs to kill everything, just dont forget to kite pzfausts with your croc. Use anvil arty on hqs for extra ownage.
Another good thing in general is AEC and snipers, upgrade AEC (with this strat you can use only one for sniper protection, and avoid mortar pit to save mp) to command vehicle with tactical support asap for later OP arty cover, and spam recon planes to reveal snipers if there wehr player, kill them easily, and bleed him and his temmate to death. You can build two or even 3 of them, there is no counters aside pzwerfers to this as long as you dont put your snipers into really bad position.
Exsactly my thoughts, indirect fire weapons should be harder to use than placing them behind shot-blocker in a spot where they can reach half of the map to forget about them for the rest of the game.
Don't get this. Grenadiers, Rifles, Conscripts all get the same cooldown and accuracy modifiers. Volks have higher cooldown/reload buff once they reach vet5 but before that they are pretty the same too. So why should this bug favor USF and SU? Please explain.
In regard to wehr, cons and rifles, 6 and 5 man squads get more from reduced accuraccy than a 4 man gren squads, which rely on hight damage to fight them defensevely at long range and drop models before they can close. More so, grens vet very easily with lmg upgrade, yet this vet soon becomes nothing and prevents them from turning infantry combat even a little into wehr favor.
OKW probably gardened second only to british, all their elite infantry short of jli(crits ftw) with huge dps bonuses from vet practically useless due to cost inefficiency.
this actually doesn't "need" a hotfix since it effects everyone mostly equally. it makes particular units more or less attractive but it doesn't explicitly favour one faction over another.
of course, it's still a core part of the game missing.
I hope you are trolling. It gives massive advantages to us and su players (lots more survivable infantry than it should be) and absolutely ruins brits with amasing bonuses such as:
Tommy vet bonuses thus read like this after they've taken a bunch of losses: gain +10 sight in cover at vet1. Start dropping your slot items more at vet3. Give +20% more experience when damaged per level.
You know it'd be cool if all veterancy bonuses was only survivability, that way your vet squads wont become squad-wiping machines and instead they just wont get wiped themselves. Sweet.
Yeah and axis infantry would be totally outclassed by more survivable allied units, as it is now.
I played a game not that long ago where vet5 stg obers can barely beat 2 script squads at close range. So much for an units preservation, might just spammed 5 volks like a pro.