Vanguard commandos are fucking absurd.
540 gets you an air landing officer and a forward HQ reinforce AND the most powerful infantry in the game for 350. The air landing "officer" is basically a commando squad with some of the best abilities in the game including recon and heroic charge, not to mention his massive DPS.
Grab 2 squads of commandos, stealth them in, grenade, air landing officer charge to wipe EVERYTHING thats left alive including all the retreating squads. WTF!?
I mean for 350 you are paying 30 manpower more than ostheer pay for a fucking Pgren squad except its a 5 man death squad with sniper stealth, grenade, obliteration satchel omgwtfbbq bomb, and demo.
There is a reason virtually every Brit I play goes Vanguard. Everything about this commander is fucking OP. |
Speed doesn't matter when you have 80 range, neither does health with that armor. Stun on a 320 dmg 80 range beast is not super veterancy?
But hey atleast they have more range. And armor. And AT. And face worse AT.
But you just said Immortal tanks don't need to cost more, they need to simply stop being immortal hyper cost efficient beings.
To date, and I've been keeping count. I build JT every game as OKW and have yet to lose even 1 JT since the british release. When using it I feel bad for my enemies, as it honestly requires pure retardation to ever lose a JT. Build 1 then deny half of the map for enemy armor. Works without fail
Do you see how stupid this argument is?
I've yet to see a jt or elefant die to anything else without a fatal user error but m10 spam.
Your arguments just contradicts what you previously said about "immortal tanks", and is purely anecdotal
I fail to see how 1 unit shutting down any armor play on certain maps, and heavily limiting on others is somehow more ''healthy'' than a churchill that has to drive up to be effective. Mind you I never said the current churchill is fine, but when it comes to gameplay is way less obnoxious than having your only decent AT tanks be in need of repair after 1 shot in my opinion
If you are playing OKW vs British lately and have been using Jadgs I have a really hard time believing you have "never lost one".
The British vanguard Typhoon call in or the British Artillery cover call in are instant death sentences for Jagdtigers. In the case of the typhoons the planes hit instantly and will begin chain stunning it preventing it from backing up and usually taking its health down to half, in the case of the artillery cover the 1000 pen 100% accurate artillery will constantly fall on it, blow up its engine, and basically guarantee its death. You can also watch one of the replays floating around of the Air Supremacy insta killing one before it can back away.
I have actually stopped building jadgtigers and elephants now because in larger team matches a single British call in will basically kill the unit instantly. Better, but more riskier, to go with mass Stugs although Churchills are surprisingly nimble and can actually circle strafe the fucking things. If you can keep them at range stugs work very well, but the new strategy appears to be comets or a cromwell for the smoke shot to blind your stugs/paks, then drive up with the churchills grenade the paks and obliterate the stugs. Again the issue is the MASSIVE healthpool so if you can keep them at range the stugs can dps them pretty fast, but if they can close then the Stugs will die with virtually no meaningful damage to the churchills.
I would be all in favor of keeping it at its current level of effectiveness but limiting it to 1 along with the KT. But as of right now teamplay is such a mess that I am on permanent vacation from this shitty game until Relic patches it.
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Nope we are all stupid, please explain how the dodging works.
I would also like to hear how you dodge 3x LIEG's which can hit all your squads with pinpoint accuracy and are basically invulnerable next to a Schwer HQ until late game. |
axis heavy need buff
getting a kt and jagtiger in a game is a acheivment in its own
and they should be quite formedable once you get them but nope
https://www.youtube.com/watch?v=seb_tA8ezNA
All that video showed is how fucking broken air supremacy is. The axis heavies were performing just fine, in fact the jadgtiger had what? 6 vehicle kills before it died to that bombing run which wiped all their paks, brought the tiger down to one hit, and nearly killed the jadgtiger.
So no I think the heavies are fine, the problem is the hilariously unbalanced British call ins. |
For isgs and pack howies, suppression from auto-attacks need to be removed and added to barrage, and barrage cool down increased.
There also urgent nerfs needed to churchills cost efficiency (either hp nerf or cost and popcap increase, limit of 1 can do as well). Croc and kv8 damage. Squad wipe capabilities of mines need to be brought back to how they was before British release.
Axis infantry after cons and rifles vet3 buffs need adjustments, OKW need buffs in particular to make their tech and elite infantry more attractive. Most of their vet is too bad, and some allied units have better vet in three levels than OKW in five.
Preach.
Thats my laundry list of shit stains to scrub from this current incarnation of the game. |
I believe axis players are just not used to dealing with very durable tanks, and they'll get used to it in time, just like they got used to the Quad (which Relic handled perfectly). It's probably too early to call for massive nerfs, but personally I think the fuel cost should be raised slightly, considering how the Churchill has bad AT and a cruel manpower cost.
There is a difference between "durable tanks" and the churchill. The panther is a "durable tank" with 800HP, the tiger is a durable tank with 1080 Hp.
The churchill is ridiculous with 1600Hp because it is basically unkillable and a crutch for shitty players with poor micro to be rewarded with vet anyways. Again one is fine, its when you start to see a bunch of them that you simply cannot do enough damage to them before everything you have is toast.
There is no "learning how to deal" with a tank that can take 10 hits from your tank destroyers and AT guns all the while grenading your AT gun and simply outlasting/focusing down your TD's. |
I exclusively play 3 v 3 and 4 v 4 and the game is fucking HORRIBLE right now. I basically forced myself to play as the Brits yesterday as I fucking bought them 2 weeks ago (probably got about 8 matches in) and that was enough. I WILL NEVER PLAY the Brits again until the LIEG is fixed, it is the most irritating and shitastic gameplay experience ever.
You absolute spot on about the game right now. You either get one of 2 things happening:
1) LIEG spam is so effective in the early game that the enemy team is pushed off the map.
2) The game manages to limp on to the end stage where Brits win due to hilarious call in synergy (typhoons, air supremecy, and artillery cover) and amazing heavy armor (Croco).
Either way its a fucking support gun winning the game or endless chain call ins that fuck everything with a crocodile eating you alive. That's the game north of 2 v 2. Oh and for #2 to happen you still have to wade through a blood pressure raising early and mid game against like 5-8 LIEG's on every goddamn map. |
After playing probably 8 matches with the British yesterday I have to say I have revised my opinion about the Firefly. I tried using it without the Tulips and well... its pretty lackluster.
-The turret rotation is indeed way too slow when combined with the sluggish nature of the tank.
-The ROF is fine when you have it sitting nicely behind another tank, but on its own it fails to actually scare anything away. Instead people just drive at the tank and its basically helpless.
-Way too expensive for what it does, better off just investing in another Churchhill.
So I would agree about ditching the tulips, making them cheaper, or just buffing the tank and making the Tulips a doctrinal thing.
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Haha, it's the best arty in the game. It comes in an otherwise shit commander though, so its really only useful in team games where you can have someone else pick up the early game slack.
The best tertiary effect of it is that it completely diverts everyone's attention to the area of effect and people won't notice you casting other flares if you're subtle about it. This can be combined to devastating effect, as shown here:
https://www.youtube.com/watch?v=7UB4ehqacz8
Ha ha ha ha!
Ahhhh man, yea okay that is EXACTLY what happened minus the carpet bombing. Instead of carpet bombing we had double typhoon callins with all our tanks disabled and unable to reverse out of the loiter area.
Your right about the diversion too as I was focused on the shit hitting my jagdtiger, which was an endless rain of fucking plinking shells that blew out its engine. Then they dropped the typhoons in behind us and well the rest is history as they say.
I *almost* want to credit them for clever use of teamplay or tactics but in the end they are clicking 2 buttons and winning a match which pisses me off as this has no counter that I can see. Plus the typhoons aren't even very expensive for the amount of insane fucking damage they do. As for the carpet bombing... that crack must be pretty good hey relic? |
Nothing should be fucking limited except perhaps elite super units like the Tiger Ace.
It's such a shitty way to balance things.
Well the only issue with the churchill is massed churchhills at the moment which can destroy things designed to hardcounter them.
So honestly limiting them to one would be one way of doing it without nerfing the unit, plus you always have the croco or AVRE call in so you could still get 2.
I am all for limiting the KT to 1 to get its stupid pop cap down from 25 as you never even see multiple KT's. |