Alright buddy there's something very wrong here usf should get some kind of penalty for vehicle crews....firs of all rear echelon doesn't have zero potential,and other factions engineers are not good either...so this point is invalid ( also they have best combat engineers assault engineers).
Second point...wth are you talking about all factions infantry bleed manpower late game....and its not like usf just have rifles u can use combined arms...this was a pathetic reasoning.
3rd point pop cap...first of all usf units have low pop cap even compared to soviets....and lets not forget the cheat man player use to go over upto 135 pop cap.
4th point only medium tanks...so need to have the best medium tanks core in game.....well i agree with you (because bazooka sucks and as well usf at gun) although after this patch with heavy tank nerf ( hard one ) usf have an overpowered medium tank core largely due to free vehicle crew and yet there rumor of pershing and jumbo sherman making appearance...not to mention how good jackson TD is and combine that with doctrinal abilities.
I've told you my reasons for thinking that vehicle crews exist. You may disagree with me, but thats up to you.
1) Other engineers have flamethrowers, letting them vet up fast and obtain bonuses to their repair rate.
2) Rifles are in fact the most heavily bleeding unit in the game. 280 MP, and bars (mid/ close) are their AI upgrade. The combination of high cost with needing to get into close range leads to heavy bleed, especially when facing long range units (obers/ lmg grens/ g43 pfus/ falls). USF has the heaviest manpower bleed lategame, and just about everyone agrees on this point. I will go ahead and disregard the .50 here. Sure, its a great unit, but it is unusable vs. Ostheer because of randes.
3) USF has popcap tied up in its healing unit (ambu) and officers (2 minimum if you have armor). This leads to a fairly large portion of your popcap in non-combat units. Rifles are also high popcap compared to grenadiers, volks, and conscripts.
4) USF has an OP tank base? They have M4A3 and Jackson. M4A3 is only efficient vs. infantry, unless massed and flanking. The Jackson is a great AT unit, but against heavier units (has low DPS and high Pen). The only thing giving USF the ability to retain map presence late in the game is multiple mediums. 1 for the flanks, and the rest supporting your rifles at the main point of contention. USF has no breakthrough tank, so they are heavily reliant on massed infantry to pushe. Vehicle crews are important, because it lets USF armor operate independently of their infantry. If USF had to support all points in the battlefield with infantry (for repairs and capping), they would quickly run out of popcap. |
So, I have flip flopped my outlook. When this first came out, I thought it was a great idea because it would allow larger squads and less used buildings to benefit.
Unfortunatly, relic messed it all up, (suprise, suprise) and now we have units refusing to fire flamer and lmgs through windows, units Teleporting like they are in portal, and nigh unusable m3a1s and 250 hts.
Relic, when can I ever trust you enough to do something right? I really want to, but my heart has been crushed so many times. |
I failed to see Blitz / Smoke cannot neglect the punishment of mines.
And Allies have those too.
USF armor being shitty is NOT the excuse of why superglue should exist, I rather they make their armor not that shitty.
You are focusing on semantics. Superglue let's players negate mines that aren't guarded (it is bugged, but that's a separate issue). Blitz and smoke let overextended tanks retreat far faster than they can be chased.
Different abilities, both get out of jail cards. As long as USF has flimsy stock armor and heavy mp bleed, they need repair crit to keep them in the game. |
Wow, an USF nerf thread and allied lovers are jumping of their pants? Guess the allied bias is inexistent .
That being said, I am not FOR this ability change / removal. USF armor is shitty enough so it's ok to have a slight advantage (the crews and their wonders). As long as smoke (doctrinal or not) and blitz are existing, critical repair should exist too. I don't know if rising the cost of this ability is required. USF needs alot of amo to equip infantry, to use abilities. Manpower (because of expensive units and expensive reinforcements) and armor icome are its weackest points, I don't think any such cost may be risen.
We are jumping out of out pants? For the most part we have agreed. (go ahead and read) |
Yes, their repair was supreme. Able to turn a total fuck up aircraft carrier back into fully operational in matter of weeks.
But doesn't mean they turn a total fuck up tank back into fully operational in 2 seconds is making sense. Especially when they revive IS2/ISU becomes more ridiculous.
Just pretend that they have a tech building doing the repairs for free
Vehicle crews repair much slower than RE stock, and even with vet (which they get instantaneously in real tanks) they are slower than dedicated repair squads I believe.
USF needs tanks on the field all the time lategame. Vehicle repairs are their only advantage over the other armies' lategame, where Panthers and Tigers require less repairs to stay on the field due to armor and less micro to use due to smaller numbers, as well as vastly more powerful infantry (lmg grens/ vet 5 anything). |
Im fairly sure 90% of posters are missing the point of this thread.
The point is that im fairly sure that the soviet pm-41 mortar received some ninja buff at some point, while the Wehrmacht mortar fires 3x faster, the soviet mortar is 2x as accurate with its barrages. + 6 man crew.
I have literally shown you the stats of the soviet mortar vs. the axis mortar. Maybe you had good/bad RNG. Maybe there was a change, in which case neither Cruzz nor the rest of the "ninjas" haven't been able to find it.
Im not sure, i didnt see it, but it would explain alot if this is the case.
Ive had this mortar currently being insanely accurate vs Axis units in recent games. Even when using them. I also noticed the barrage radius is ALOT smaller than it is for the Wehrmacht.
So i guess its confirmed? remove precision strike and increase accuracy by an insane amount to compensate? So Axis squads are still constantly on the backfoot since theyre smaller?
The accuracy change last patch was not found by Cruz. Someone looked into it and stated that the "ninja buff" was a case of mistaken stat finding. The buff done to the USF MHT was misinterpreted as a change to the soviet 82mm mortar. |
RE ARE NOT having ZERO combat potential, my beloved genius strategist.
OK, I used Hyperbole. But riddle me this:
What squad loses to RE?
None
RE are only good as sweepers and as meh AT. They also only defeat pios if they have vet, and they do not gain vet easily because of their low accuracy. You can take issue with that point, but all of my other points stand.
The whole theme of US mobility is dependent on vehicle crews allowing USF medium armor to operate at the flanks of the battle without requiring a dedicated pit crew. USF lacks abilities like blitz, and their armor isn't particularly well-armored, fast, or powerful individually, thus they get the noncombat bonus of self repairs. |
it is still too cheap, there is many times, my mine or panzerfust did engine damage on USF tanks, and my AT infantry is chasing the tank, USF just hop out tank, my at infantry lost target and start firing at crew man, and 3 sec later they hop back in (maybe lost 1-2 model) and backward full speed and run away from my AT infantry while my AT infantry still loading their shreks because they wasted on fire at crew man. i don't see my mine or panzerfust did its job, if same thing happen to any other factions like OKW, USSR, Osteer it usually means dead tank. also what is the chance of a mine covering by a HMG42? usually mines are covering flanks front line mines usually will blow up by random explosives, which means waste of munition.
I agree, its too cheap, but you are underestimating the risk of repairing under fire. Repairing crews take extra damage, and losing 2 models means that the crew cannot get back in the vehicle. If the bugs are fixed and the crew has to wait the entire ability duration before hopping in, you will have plenty of time to do what you need. 30mu is a good price. |
ok can anyone tell me the reason why us have vehicle crew and have no penalty for it while other factions doesn't have this feature what reason did relic gave for it....???
I think of it as faction flavor. USF has a repair squad (RE) with 0 combat potential, so vehicle crews give them a way to not use RE except as sweepers. USF also has nothing but 640 HP mediums and bleeds manpower heavily lategame with rifles, so they cannot afford the popcap or reinforcement cost to have extra repair units. |
The German mortar is more than fragile enough to get rid of if it's annoying you to much (and at max range even firing full speed it won't hit much), increasing it's price will just make Ostheer in 1's and 2's even more of a bitch to play early game were your strapped for MP.
The Soviet mortar doesn't need a HUGE buff, it just needs a reload of 5 seconds.
I've said it before and I'll say it again. A factions advantages or disadvantages are no reason for a unit to be more cost effective per cost. The Granatenwerfer is absolutely a great unit at all ranges, it always does what I need it to do, at all ranges, and is overperforming for cost when compared to the 120mm and the 82mm. A 20-40 mp cost increase on the MG42 and the Granatenwerfer will let them keep their current effectiveness, while not requiring a buff to the Soviet mortar/ Maxim, both of which are performing per cost (except maybe the maxim). 40 MP isn't that big of a deal, and it will make the MG42/ mortar a more meaningful choice and also a more fairly performing per cost one.
Also, the mortar is not meant to be usued in combat, so if it is being shot at you are doing it wrong. The USF .50 gets no special consideration despite being 4 men, and Ostheer support team shouldn't either. |