You're avoiding the point. You're only comparing yourself to everyone else. The point is:
- amount of effort required to watch out for
- cost different
Which I already clearly explained the difference. And it's not just CAS. It's with the elephant doctrine.
Let me follow "your" example. I hear Stuka Dive bomb... we have 3-4 forward retreat bases and 2 tanks on repair. I start pinging 5-6 different locations? EVERYONE MOVE ALL YOUR UNITS FROM THESE 5 LOCATIONS NOW! Is that how you play? If there's smoke, it would be limited to a certain area. Do you see how unbalanced this is? Again, replace ALL global strikes from flares to sounds and you'll understand.
I am not avoiding it, and if the AoE isn't that big if you have all your 4 bases in a square and the tanks sat in the middle sure.
The sound is obvious so you can almost pinpoint where it is going to land, Load up a cheat map with a friend and have them use it on units and see if you can guess where its going to land, once you get used to it its much easier to dodge. Rather than spam 5/6/7 pings. |
No, it did not change. You can cancel a retreat point but I was referring to base sector strike. Okay think about this:
Most artillery strikes require some smoke or minimap display. All 4 players are paying attention but given the smoke, only 1 has to move their army because the flare is visible and the player can estimate the amount of impact. Most Allied globals are 200+ munitions and only require the nearby player to react.
Now, if the stuka dive bomb is used, a player on the team should be screaming for everyone to move. This requires effort from 4 players to react because they are unaware of where the point of impact is nor do they know the general vicinity. And, this cost is only 160 munitions.
Do you understand this? A normal ability forces 1 player to give up ground for more munitions and another requires all players to give up ground for less munitions.
I'm sure if we replaced ALL global abilities with just a sound, you'd be pretty pissed too. Please give allies a similar ability and I don't think the "getgud" argument will not work because there will be equal amounts of frustration on both sides.
You can ping the point, it shows on map and minimap and is a rather loud pinging noise, my team mates never have issues.
Again me/my teammates never have issues, as if we know they have gone CAS, we always listen out for it, especially around retreat points/where we stop our tanks to repair. |
Try guessing a Stuka dive bomb in team games... you will require 4 separate armies to move? mmm, sounds fair? It can instant wipe retreating squads and shoot inside base sector... how do you move that? You can't control retreating units. and, it was ninja-buffed AOE as others have mentioned. OP for 160 muni ability.
This is why I only play pre-made games with friends on TS.
If it's used on a retreat point, IIRC you can cancel the retreat point and units will run to base instead. (or did that change not make it in?) So it can still be dodged, except for base sector, I'd agree on not allowing it inside base sectors if you were also unable to build On map artillery in base sectors.
Oh yeah? And what about our deaf players, you deplorable human-shaped-entity? You vacuous drone! You shambling obfuscant! You pitiful misanthrope!
I had a feeling someone would say something like this, yes it sucks for Deaf players and I empathize with them but I didn't attack them, unlike your attack on me, so grow up please
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This was incredibly informative thank you very much. Although I dont like the idea of blobbing too much I probably won't use that method. But again thank you very much for your reply.
I am also against blobbing myself (I usually have 1 unit per hotkey or 2 max but that just may be my try hard nature), however it seems to the to do thing at the moment. |
Stuka Zu fail:
Stuka is not that good IMO and I am mainly at OKW player atm.
Only it's first rocket is 100% accurate the others can scatter and miss the targets entirely, even if aimed correctly (Much rather a Pwerfer or Katy they still have random scatter but its area can be controlled by distance better than a Stukas can)
I have seen stuka shots direct hit squads bug out and deal almost no damage.
Stukas are also terrible vs Garrisons now, they barely damage the buildings or the units inside. (Ok they were OP as fuck when one rocket use to one shot any building in the game but they need buffing again for anti-structure a little)
Also the noise of the stuka firing is VERY obvious, If you hear it, MOVE. Simple. It's usually best to move towards where you hear the stuka firing as it is usually aimed at where you are, or where your expected retreat path will be.
Stuka Dive bomb:
I have NEVER been hit by this when playing allies because the sound is so fucking obvious, again use your ears and MOVE your units, infact I have used it/seen it so much I can pretty much ping the map for allies to be like "It's gonna land almost exactly here, move your shit"
And just to conform to community asshattery - it is not time to add red smoke, it is time 2getgud. |
Without special commanders, Infantry sections need to use cover, as they get a bonus from being in it other than just the regular cover bonuses. Also if an OKW player puts a forward base, get one AT gun at its max range and either get vision or attack ground the truck, just keep it protected from an infantry push.
Remember without his Schwerer (gun-base) He has no late game tanks or infantry outside of his chosen doctrine, it is also worth over 100 fuel so it is a huge investment for him.
Also Infantry section blobs with Piat's win vs most things OKW can build early/mid game, throw in a few Bren's and you can almost Amove the map, just beware of Luch's as if they are good player your Piats will never hit. |
Meh. I don't like this idea.
If someone has a half health squad with all of its members left, and it gets hit by a B4 super heavy artillery shell, I would expect that squad to get vaporized.
Just fixing the door-mine mechanic and changing grenadiers to 5 man squads (with appropriate changes to reinforcement cost, DPS, received accuracy etc) would be enough in my opinion. Maybe also change Soviet Demo charges (make them penal vet 1 ability).
Random wipes should stay in the game, but they should not have a 100% success rate without requiring any skill such as with door mines; and they should not affect mainline infantry as bad as it affects grenadiers. You can't build a proper army when your core unit keeps getting random wiped.
I still see 5 man volks getting wiped quite regular by mines because of pathfinding/how models clump, hell I just had a game where the squad was spread out across a road and 1 mine still somehow wiped all 5. - yet vs rifles/cons I very rarely see more than 2 get wiped with a Okw mine.
Do different squads have slightly different movement/"formation" patterns? or does the OKW mine have less AoE or am I just super unlucky? |
angoville
thinking now I probably should have got a luchs but brits can still counter that fairly easy. maybe defensive doctrine would be helpful too... idk
Luchs works really well against brits, even if they go 2/3 sniper or in to piats, as long as you keep it moving (ok its accuracy suffers) vs piat blobs you will still come out ahead.
Just don't go driving face first into a Bofors tho. |
You mean combined Emplacements right? |
Or, just balance 1v1/2v2 and 3v3/4v4 as two different brackets. Like PvE/PvP is balanced in other games.
Same system, slightly different stats/mechanics. |