if that was the case wouldn't the ostheer mortar be just as strong against Brits?
Just switch vet 1 with flares and it will be fine.
Just making it like the other mortars wouldn't be fine, because it still negates any reason to get the pack-howie. It needs to be sufficiently different from the other indirect fire units to justify the USF having more than one, with reasons to get either of them. That's why it was good in the beta, it was a mobile fast firing low damage mortar, that was good at destroying cover and making squads relocate. Compare that to the slow firing, high damage pack-howie, and there were clear decision to be made about which would suit your playstyle; aggressive or defensive. Now there is pretty much no reason to shell out the extra manpower for the pack-howie at all. The mortar is cheaper, way more accurate, and faster firing. What has the pack howie got? Phosphorus with vet? More barrage range? It's not worth it at all. |
Everything feels so damn smooth. Never rode on a horse before in a game that wasn't a clusterfuck of getting stuck on every bush, this game feels like the horse knows where you want to go. |
question about the cover mechanic and garrisons... i know that within 10 range, cover no longer applies. does this apply to garrison cover as well? or does it always apply to garrisons (so it'd make sense for a squad attacking a garrison to simply find a spot with the fewest windows instead of setting up behind yellow or green cover within 10 range of the building).
Garrison and trench always apply. when you are attacking a squad in a garrison you need to remember that heavy cover is slightly better, and squads in buildings will usually not have all windows available. Use your units range to decide if you want to get close to the building or further away. IE: sturms go hug the building, rifles stay where ever there is heavy cover unless you need them out of the House ASAP. |
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Lightning war is in another group, of good, one could say p2w, commanders that were added just to be sold, months after release. But the original ones that were given only with the deluxe edition couldn't be bought in store at the time.
Nah, lightning war was one of those. They were commanders that were just scrambled abilities from existing commanders, lightning war just happened to be one that wasn't trash. |
If I remember correctly they were released for sale about the time first iteration of war spoils came out.
It would have been unfair if these were better than vanilla ones though.
lol no. The commanders like lightning war armored assault were in the store a few months after release, atleast a year before the first warspoils came out. |
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I aint gettin' paid enough to read all this, what's the TL;DR? |
tons of units in the base tech tree and thus every faction having all tools (such as mortars, flamers, MGs, light-mid tanks, artillery, AT of all kinds, nothing must be lacking),
This.
They need to stop gimping parts of a faction and giving them other OP things to compensate. Awful game design. They need to make the units themselves more diverse to promote asymmetry than straight up removing them from a faction's roster. |
1) A game that isn't rushed out by a dying publisher as a cash grab
2) A commander system with more depth like in CoH1, but more choices than just 3. Modular is also a shit system, don't do this. Pls no P2W.
3) Complete redesign of garrisons to make them more interesting to deal with than just jump in building. Add storming, or something.
4) Finally finish adding all the crucial default unit abilities like manual reload.
5) Make units in different factions completely different from each other. Panthers and P4s in both German factions... why.... Why the fuck are half the call-ins and abilities from the new factions just stolen from another faction...
6) Make units important to a faction not locked behind trash commanders nobody ever uses. I want to use the KV-1, but Lelic won't let me.
7) Ways to make it so the end game for all default armies isn't the same, besides the commander system. The hammer/anvil thing for brits is a good start. Otherwise you just straight tech to t4 every single game. Need some side techs for more variety.
I would also like to stick to the WW2 setting, but it's not a big deal for me. As long as they don't go into the future with lasers and shit. WW2 is a great setting for how even it was, and the variety of things in it. You don't see one army with 20 types of different medium tanks now-a-days. |
Use rakettens in pairs in cloak. Try and keep them alive, play really conservatively with them and use retreat, you want to get to vet 1. Once you get vet1 stay cloaked and run around the map together looking for tanks. Try and bait them to attack where they don't expect your rakettens to be. 2 volleys from the rakettens will kill a medium tank if they don't miss. at the very least they will vet up more and become stronker. Really strong against an unsuspecting opponent. You can also use their stealth to cap points and spot for you. |