Upon release Kubel didn't have suppression iirc. At release Kubel was I think the most useless vehicle there ever was in the game. It did nothing, cost fuel and it lost to any other unit in the game. I think even USF medics would beat it.
Then it went to suppression platform that would win against any other inf unit in the game, and was pretty mcuh the first unit in everyones build order.
My recollection is that it acquired suppression sometime in the Alpha and kept it until the rework. FWIW imperial dane's lehr video on it (near to release) shows it suppressing. (It's also kind of hilarious that he thinks its a bad unit.)
https://www.youtube.com/watch?v=3yP9H8moIGM |
Lol, sounds like a big mess. I guess that's what happens when you try to apply history to a game.
IMO this was the worst thing about them. They were supposed to be the battle of the bulge German Army (IRL strong start but eventually ground down.) Instead they were exactly the opposite. It was the Americans who were desperately attacking to win before superior German forces were brought to bear. It's much better now. |
Your opponent gaining sight on your base means you are bad.
a vet 222 with a spotting scope can see into your base from the midfield on a number of maps... |
A replay would help a lot. Talking about specifics is much easier and much more helpful than talking generalities.
In general, the most reliable method to deal w/snipers is a counter snipe. Hold fire so he doesn't know you have a sniper, put out a tempting target, then pop him.
As for mortar pits, they're not actually that difficult to deal with. I think the reason a lot of axis players struggle with them is that they require a level of aggression that's uncomfortable/counter intuitive for most axis players. Flame half tracks work wonders, as do flame mhts. If you don't want to go that route though, you can (1) just avoid it; (2) force brace, then ambush w/flame pios. This one is especially effective if your opponent snuggled his pit up to a shot blocker-after brace has worn off you walk your pios up to the shot blocker and then attack ground on the other side. (The flames can often attack through whatever the blocker is.) |
It'd be nonsense because he's not a videogame designer.
No he's the guy who ran the American close air support operations that you're claiming didn't exist. |
NO to CAS clone for USF faction.
Also, USAAF was about strategic bombing and fighter escort, compared to Luftwaffe whose role was tactical air support. It therefore makes more sense for Ostheer to have more aerial abilities than others, and should be a signature feature as well.
Both USF and OKW features artillery by comparison, including non-doctrinal. IMO they should stay that way.
Somewhere Elwood Quesada is rolling over in his grave reading that nonsense.
American CAS makes a lot of sense. Aside from reflection US air supremacy, it's a good alternate way to deal with late game heavy armor. I think I'd switch carpet bombing with paratroopers, though. |
On most maps this really isn't an issue. Arnhem checkpoint is the only one I can think of that really has this problem. Even la gleiz doesn't have any buildings within rifle nade range of each other, except maybe the four buildings in the middle but I think those may be just out of range.
1v1 maybe. I think it'd be pretty disruptive in team games. Ettlebruck, Vielsalm, Trois-ponts, and city 17 all have areas where this could be an issue. TBF plenty of those areas aren't really places where combat tends to happen. |
I like this idea, it gives more options to the USF player and allows the possibility of the USF to have an advantage in urban maps and allows a grenade option until the Riflemen hand grenade upgrade is completed.
That'd probably be overpowered. Any building in riflenade range of another building would be off limits for MG garrisons. |
Since last patch.
Check your inventory box:
YASSSS! |
yes so you can bash around there and get 2v2 at stats
And god help you if you ever switch into actual 2v2s after pumping your rank like that. |