All partisans have 80 health 1 armor, exactly the same as conscripts/penals/guards/whatever that isn't shocks for soviets.
Is this true? I was informed that they are much more squishier and during my games I get a feeling that moving them out of cover is a huge punishment. |
On Hold, it might be apparent that I have been misinformed for a long time
Nevermind, apparently there were changes I wasn't aware of. Ninja buffs here and there, you know? Cut me some slack. I'll edit this and come up with something else. Or maybe a mod can lock this down. Whichever one comes first.
My games don't seem to have the apparent buff, but if it is true, then it leaves my post irrelevant. |
They inherit the health of the squad members who crewed it, yeah. They die really easy on weapon teams.
Thanks, I knew they were dying a bit faster than usual. |
Do heavy machine gun crews that were armed by Partisan squads inherit their health (half the health of normal infantry) as well? I've summoned Partisan squads to emergency re-man HMG and AT guns before, but I get a feeling that they die off quicker than the normal heavy weapon squads. Is this true? Or am I just seeing things? |
Remember that one guy in the conscript squad that can't shoot for shit? You gotta give him a PPSh-41 or he nearly useless. Also he literally needs someone to instruct him step by step on how to use a molotov or he won't know - stupid bastard.
Relic, we should totally remove Yurri because he's a liability to the conscript squad and should be replaced by Dimitri, who at least can crack a good joke when appropriate.
PS: Any other names called in the game? |
I just like to contribute to the thread and throw in my view on the STP's early game firepower. I usually play 2v2 or above so I never go solo against them. From what I know, the best counter is simply Maxims without leaving them in buildings. I have US teammates now so I often let the rifle squad move ahead and let the maxim follow through. If the rifle squad runs into STPs, I just let the rifle squad take a few hits and let the maxim spray. Sure they have a few losses, but the ambulance is provided early game to counter the fact that large amounts of soldiers will die. In fact Maxim + ambulance push is a very strong play early game.
The OKW has an issue when it comes to reinforcing because they don't have a proper mobile reinforcement unit. They must rely on a possible Ostheer teammate that can provide a half-track or they are limited to hanging around their forward base. If STP dare to move far away, it is more than likely the opponent will cut them off and finish them.
Also I'll just repeat again what everyone already said: "REAR ECHELON! ITS ONLY A FEW AMMUNITION TO SECURE A DEFINITE TRADE-OFF. WHAT ARE YOU KEEPING THAT AMMO FOR? CHRISTMAS?"
|
Are unlocks, skins, bulletins etc only possible by playing multiplayer or also vs AI?
I only had the chance to play 1 game with each one of the new factions so far, and this vs AI to get to know the factions a little.
Definitely unlockable via AI.
I play a few 4v4 matches with AI when I'm bored and I unlocked a few bulletins that way. |
So we get new bulletins from war spoil now. That's great and all, but I do have something I wanted to ask about and that is unlock-able commanders. Do they only apply to normal commanders or does it include purchasable ones? I've heard rumors that purchasable commanders can be looted from war spoils, which I feel is rather unfair for the players who paid for those commanders. Then again, the chances are low and I don't feel like its game-changing that some other players have the same purchasable commander like you do. It just seems to cheat players who spend the extra few dollars to be different. |
On regards of my impression on Western Front, I would say the two new faction are more offensive based and require a advantage early game to be able to push on. US can do so easily with their superb rifle squad while the OKW works in similar fashion.
Both new factions also work well with their partner faction, US can sufficiently compliment Soviet units via hospital car reinforcements and anti-tank troops to provide early advantage as both Soviet and US play-style commonly advance the offensive line very aggressively.
OKW also assist their partner faction with their "much-needed" superior units that could protect pioneers in setting up early defense to repel ally early charge. OKW have effective units but lack economy to survive mid game. The Ostheer can set up effective bunkers, HMG cover and AT to prevent allies from overwhelming axis frontlines. I'd tell you the OKW is basically the super offense that pairs well with the defensive superiority of the Ostheer.
Of course, I've yet to play over a hundred matches, so I can't give you a accurate summary until then. |
Take note that it says rifles.
It's likely that PPSh won't have the same benefits.
But hey, its shooting pretty fast without the upgrade so it doesn't really matter. |