Hi
I have problem against this little beast in early game, SU crown car + fire arrive around when i got my first shrek which is manageable also i can sense it coming when I saw SU starting units so i will bring out an AT gun as 3rd or 4th unit. But WC51 is arrive from start when first fighting starts, I only have kurb + 1 volk and eng, or 2 volks + eng, I have nothing to fight this thing off, even my all my units are close together can't fight WC51 off in early game, also WC51 kill infantry quite fast, If i have kurb it can run into my units and killed kurb in the back then drive off with 70% hp left, and usually when first fight starts i don't even have the munition to put a mine yet. so any suggestion to fight this thing?
WC51 dies to concentrated fire from anything. If you see it try to dive your kubel, don't do anything. If you try to backpedal, it will kill you. If you stand still and hit it with the full force of your sturm + set up kubel, it will die in seconds. |
I don't understand all the hate for the KT.
It is the weakest unsupported unit in the game, sure.
It is also the strongest unit in the game when supported, thanks to its impressive gun stats and synergies.
OKW has trouble supporting it, sure enough, because of their fuel penalties, but that just reinforces the point that the KT is made for really lategame battles. Don't build one if you can't support it, you are better off getting a P4/JP4/P5 first, then going KT. |
80 fu may be a little too cheap, but the real limiter will be mp. 310 mp is nothing to sneeze at. I'd like to test it a bit more to see how it works out. Soviet industry will be even worse now (__) |
Good thing I literally just said that. They should come onto the map via plane like the Luftwaffe Ground Troops air attack ability (centered around a point) or like American Para's do, with scatter. To compliment this change they should have better received accuracy and a slightly lower cost.
They consistently die, if that's what you mean by preform. Draining your MP heavily all the while.
They only die if you keep them out of cover. Green cover falls have always performed perfectly well for me. They are closer to "NDA INFANTRY" than anything else. |
Falls are some of the most consistently performing units in the game. They have very good DPS at all ranges, and are hampered by low received accuracy to compensate. Giving Falls better survivability at vet 0 would be silly, because they pop out of enemy lines. You can't get high DPS units from behind enemy lines without drawbacks, its just a bad idea.
If you want less recieved accuracy, reduce price and make them come in from offmap, or reduce DPS to compensate.
Or just use them as is and use green cover all the time. They are very good units when in cover. |
I wanted RE troops to be USFs main infantry for the start of the match. 5 man squads that could build defenses fast and hold the line until actual troops arrived in later tiers (Bulge Style).
We got troops that literally miss 3 consecutive shots at point blank range and figured out that tank traps are the most efficient green cover they can build.
On topic, I like this idea, would need to be fleshed out, but the rnades would give USF a counter to mgs, without bleeding manpower like a stuffed pig. |
Stronger frontal armour and better pen than regular Sherman, synergises better with Jackson in the anti-armour role.
Apart from that, seriously, the E-8 is far from crap, what the hell. Go for an LT/Cpt build, gives you insane early pushing power with vet rifles plus M20, later staying power with At guns/indirect fire and eventually an Easy-8 blob that is absolutely lethal if you manage to vet it up and also easier to micro than a Sherman/Jackson combo. Flare plus phosphorous plus Pack Howie works wonders to clear out Ostheer camping btw.
Greatly mitigates the inherent risk of goint Lt-Major, since you'll have no effective AT if you lose your Sherman...
But thats just it, you can't do the stalling LT + CPT combo into E8s anymore. Thats why players are wondering about its role. It was used before because it gave USF the ability to get all of their support weapons in one game without sacrificing armor, but now players have to tech to get an E8. E8s are just less efficient than Jacksons and Shermans, and don't really have a good role in the T4 building. I'm not saying its a bad thing that the E8 is tech locked (hell, I never use the commander so whatever), but the E8 should have a role in its new location.
Are you sure you play Axis? 10 min sherman into E8 spam has been the norm on urban maps for a while now.
I can't remember the time I last played against a USF player that did anything else on semois.
But the thing is, they do that because they can. Now that E8 is behind T4, I don't see many people really using it. Base Sherman and Jackson are just more efficient. We are talking about the new patch, right? I quite clearly said "major tier"
E8 currently has the role of a generalist tank, in a tier that already has a good generalist for 30 fu cheaper and a specialist TD for 15 fu less. Its extra armor gives it the chance to RNG bounce, but not be a reliable way to tank damage.
The E8 should either be cheaper, or should get its armor traded for HP IMO. |
People build E8s when they have major tier unlocked?
Why? |
If you want to counter a M5 or Stuart you want mines, cloaked racktens, and JPIV not a Puma
Puma works perfectly fine. It has 10 more range, can spot for itself as well. Puma is also less of an investment than a JP4, and will arrive in time to stop the stuart/ soviet T3.
Raketens + mines work, but I would personally prefer a more mobile solution (thats why I USF)
Id vote for option 2. Because 1 is just repeating the mistakes of the past that totally wrecked the flame halftrack.
But again Im not sure this is a problem.
Lets say you want to harass the cut-off on Moscow with grens, but keep getting pushed of by an M5. At that point you should have a Pak with you to force the M5 away. It isn't a big deal to begin with.
The problem comes with the fact that the AA HT can fire on the move, allowing it to do speedy hit and run attacks that can utterly wreck your units. It may not be a problem, I may just be a worrywart, but if it comes down to a change, I think it should be one of these two. I prefer #2 as well. |
Maybe in theory crafting world but no sane OKW player converts his first truck literally at the start of the game and establishs average map control after that. 5 minute Puma is quite rare and hard to pull off a 7 minute m5 or stuart in the new patch is very much a reality
So get a 7 minute Puma. Its only going to be useful when the Stuart and the M5 hit the ground anyways.
Light armor arrives at around minute 7/8. I don't see the problem with any of them except the M5, to which I would like to see:
1) AA upgrade locked behind T4.
-or-
2) AA only suppresses + deals full damage when set up, like a kubel. |