I assume the rumors that it will target units outside of the circle are wrong as well? If yes, I think some people did not fully understand how loiters work and the circle just is the area where the loiter can AIM at a unit. Once the target is aim locked by the loiter, it will attack the unit no matter how far you move away from the circle after the plane has chosen this target.
yes. also it doesnt help that the minimap indicator is berry tiny compared to the real loiter area.
pretty tired of streamers spreading false information that the sector assault ju88 will keep dropping bombs even after its shot down.
in the video u can clearly see that the bomber does not make any more runs after it is shot down after the first one.
the reason why people think "random bombs" keep dropping even after the bomber is shot down is that the bomber releases the bombs EXTREMELY early. in this case the bomber practically drops its payload as soon as it enters the edge map. what people experience is that they shoot down the bomber, but the bombs have already dropped, and due to the projectile travel time, the bombs land after the bomber is shot down creating the illusion that there is a ghost bomber.
and as many times its been reiterated, but ill explain loiter mechanics again for the people in the back.
planes have 2 phases, loiter and attack
during loiter, planes will circle the loiter area searching for a valid target. targets are acquired when they are sitting in the loiter area and u have sight of them. once the target is acquired, planes will fly off the map, and go into an attack phase where they strafe the target. WHEN THE PLANE FLIES OFF THE MAP IT WILL ALWAYS ATTACK THE TARGET IT ACQUIRED EVEN IF THE TARGET MOVES OUT OF THE LOITER ZONE OR IF YOU LOSE SIGHT OF IT. so, if the bomber acquires a target that retreats out of the zone, itll still hit your unit.
you can see the dotted line on the map so make sure you exit the area so only the first pass will hit you
also the UI loiter area indicator on the minimap is significantly smaller than the actual area. yellow line is the real target area vs the minimap indicator
it seems bad because axis tanks generally have high armor values, and get even higher with vet 2 skirts. but as others have mentioned, the abilities it comes with, and the vet bonuses make it a really good at gun.
If the pathing was brilliant, I'd agree, its not however so remove the things that add nothing to the game and simply restrict pathing potential.
pathing is 90% of the time user error. this is a hard pill to swallow, but the pathing in the game is for the most part predictable, and there are ways to make sure your vehicle does what you want it to do. the most common mistake is backing your vehicle into an uncrushable object (which will force your vehicle to rotate to get out). always use the reverse key and micro manage your vehicles pathing.
AT penals/conscript lose an extremely large portion of their anti-infantry effectiveness, STG volks and lmg grens have no problem running them over on in a 1 to 1 fight.
guards are have both anti-infantry and anti-light vehicle, but theyre effectiveness against tanks is pretty limited, unless the tank is alone and is getting shot at by 6+ ptrs, at which point it kinda becomes a l2p issue.
you see soviet at guns in the majority of decent skill level games that go long enough.
the best way to play usf vs ostheer imo is to go 2x rifle -> nades -> rifle -> ambo or 3x rifle -> nades -> ambo
2x rifle into nades will insure you have a nade ready for the first engagement, where as 3x rifle will give you more flanking opportunities but you wont have a nade ready for the first engagement unless you delay fighting.
the entire first engagement should revolve identifying where the enemy mg42 is, and getting a squad around to nuke it and steal it. in the most ideal scenario you nuke it and steal it, and easy game becomes a breeze for you. this is actually not as hard as it seems, but it does require you to have some game IQ in predicting MG positions.
try to prioritize double muni over double fuel, you want to starve ostheer of LMG42s and riflenades, while at the same time enabling your own nades and BARs/zooks. with munitions control, youll win the infantry fight, which snowballs into controlling fuel/rest of the map as well. the next big threat is flame HT, so i like to go captain and zook up me RE before i start handing out BARs to insure i have good deterrence.
USF really does require you to be able to multitask really well, if you can pop good smoke, and nade multiple firefights at the same time, use On Me effectively, etc etc, you can really easily overwhelm ostheer players that are dependent on their weapon teams.
shocks can be just as defensive though, especially on close quarters areas, it can be almost impossible for infantry to take points if there are shocks hiding behind shot blockers.
Allied factions incur no cost when losing models. They can literally lose all but one model in every single squad in every single engagement all match long and still bring out armor and a heavy tank just as quickly as if they lost no models.
Axis factions, and Ostheer especially, get stuck in Tier 2 forever from any kind of consistent losses.
Ostheer in particular continues to be a farce in terms of infantry because four-man squads continue to be blatantly self-damaging to the player because of both resource bleed (first model dies within the first second of every single engagement, entire squads get wiped by mortar shells when using cover, etc.) and inability to recrew any enemy team weapons or abandoned vehicles.
So no, Allies don't get to systematically wipe models off squads that have to retreat immediately upon losing just two models, and certainly not by paying munitions (which Ostheer is always starved for due to how low Ostheer infantry DPS is without the use of grenades, while Allies have munitions in spades at all times).