Close range when their LMG's reduce in effectiveness the Gren's Kar98's will become a major factor in relation to the game. And Grens are Ostheer's mainstay infantry, the fact they don't use other infantry is kind of an issue in on to itself but that's a battle for another day.
except panzergrenadiers are a lot cheaper to maintain now, and pioneer flamers are exceptionally deadly against units in cover. while grens maybe the only real line infantry, they have a wide variety of units to support them. lets not also forget that the mg42 is still really strong and you should try to play around the mg42 to help you win against superior number of troops. |
The reason why this Rifle change has a huge impact is because the vast majority of OKW and Ost units use Kar98k's.
this is just blatantly false. in ostheer the only units that use kar98ks are grens, stormtroopers, and ostruppen. two of which are as you know doctrinal. in the case of grens, the kar98s arent even their main source of dps, the lmg is.
in the okw roster, volks, obers, jaegers and pfusiliers use kar98ks, but at the same time they all have anti-infantry upgrades or options. volks have the new incind grenade which works great against infantry, jaegers are more of a support unit rather than frontline infantry, obers have two of the best anti-infantry upgrades in addition to bundled grenades and damaging smoke, and fusiliers have 6 men in addition to a g43 upgrade. |
I'm so tired of "it costs more and therefore should be better" arguments. If that were true, Shock Troopers should always beat Panzerfusiliers and Assault Grenadiers should always beat Conscripts. Obviously those are special cases, but I want to point out that that logic alone cannot be used to justify balance changes.
The US late-game deficiencies have more to with a lack of decent late-game tanks and AT options rather than with Riflemen underperforming anyways. Not saying that Riflemen aren't a problem, but they aren't the biggest issue.
This is true, although I'm not sure that it should be. I feel that small arms should be as effective as any other weapon.
as long as all units have high recieved accuracy bonuses, small arms will never be the most efficient way to kill units unless you have units that have insnaely high dps such as vet 2 obers or shocks/commandos at close range. |
please keep in mind that using small arms is the LEAST effective way to deal with late game infantry. mortars, tanks, and other explosives should be the primary method of killing them. also riflemen are still infantry, which means theyll get fucked up by machine guns that are staggered.
even if riflemen are the beefiest mainline infantry (which im totally ok with), you still need to invest a good deal amount of munitions for them to have good late game offensive capabilities. other wise you have a tanky squad that doesnt have the dps to match up against grens or obers late game. |
why not across the rhine? one of the best 2v2 maps imo. |
Fuel cost is great, but what do you think of the manpower? 300 is pretty hefty.
Also I'm glad the popcap has been lowered to 10, I am torn on whether it could be. Aren't StuGs 8?
still the cheapest generalist medium at 300 mp. |
we should try to define micro better, do you want to get better at positioning individual units during a firefight, or do u want to get better at macroing across the whole map and making sure your units are always doing something?
for the latter, you just need to keep reminding yourself to check up on all your units every few seconds. the easiest way for me is to 1. look at the top right corner at your units cards. 2. looking at the minimap every couple seconds. other ways that are very important is audio cues! a squad will tell you when an enemy squad is throwing a grenade at you, if theyre under attack, what kind of enemy theyre under attack from, and if theyre getting sniped!
another tool some people have failed to mention is the spacebar. pressing the spacebar will snap ur camera to the last notification, such as when a unit finishes training and walks onto the field, or when a unit finishes capping a point. so when you hear your announcer telling you your unit is finished training, hit space bar and immediately give it an order to where it should go. or if a unit finishes capping, hit spacebar so u can tell it to go cap another point.
the most important thing though is to always remind urself to look at the top right and make sure everything is in order. you will know wether ur units are engaged, dying, idle, suppressed, etc etc by looking at the top right.
theres one micro technique that is similar to the cloning technique from sc2. when you have a large number of units selected at once, you can press TAB to cycle through each unit in the group, and you can give them individual commands that are only issued to them instead of the whole group. this is useful when youre controlling blobs and want to get each squad into cover quickly or to spread out when artillery hits. its also useful when you have a large force in ur base and u want to move out into several areas of the map, you can select the whole group, press tab, order them to go to an area on the map, press tab again, order them to go to another area etc etc. |
I don't understand all of the Flame weapons adjustments. I was hoping somebody could explain them a bit better to me. I just can't quite wrap my head around all the numbers and variables in the patch notes.
Handheld flamers do worse vs units not in cover, and they do better vs units in yellow, and significantly better vs units in green. Also they don't leave behind a dot anymore. |
The strength of the t34 is its unbelievable cheap fuel cost of 80. It's the easiest medium to spam, and it deals the same damage as every other medium so it's very good at flanking and killing heavier opponents before they can take out all of your t34s |
For the record the exact buff is 20% reduction in damage, which equates to 25% additional effective health. 20% damage reduce does not equal 20% more effective hp.
Also Im gonna have to go with the others and say that the command tank can't take on any medium tank since it does basically half the damage of every other tank with even shittier pen even with the health advantage it has. |