The main point of these drops is not cost effectiveness compared to the standard cost, but compared to not having to get the second tech. One officer tech into Major is significantly cheaper than having to get both officers, which would also leave less room for Paratroopers.
Also one of the other main selling points is being able to crew them with Pathfinders, which makes the M2HB self spotting and the 57mm almost self spotting. A huge advantage for both.
For a huge cost. |
No, it's not a matter of mentality, that mentality will exist in any game design. People want to get to the last stage of their construction as early as possible. It's just normal gameloop pattern. The problem is not what you describe, it is exactly what Esxile wrote, the Brumm is too easily accessible and comes ages before any proper hard counter.
It's the only unit in T4 that feels like a tiny premium doctrine style speciality unit that vaporises too much, too easily. I love it, i love playing and microing around with it, but it feels too much, too easily accessible, and even covers my need for Pwerfers. I feel it should not overpower soft (even hard) counters too much. I can roll up to AT Guns with it, wipe it, and roll back too easily. Infantry with AT? Gone! Perhaps some armour reduction or speed reduction is needed. Some drawback. It even soft counters AT. Or somehow make the manual mode less potent. The more I use it, the better I get with it. And I'm only discovering its strengths, we've seen how potent it can get in recent disputed videos.
I think Vipper pointed out Balance team mentality enabling even more this way of playing, not player's mentality. Rushing late game unit should be indeed a viable strategy but no so easily rewarding.
Now that the damage is done on the tiering only the brumbar can be amended. I feel the brumbar is like the old light vehicles meta, giving too much powerspike for when it comes. |
what do you want me to say?
"I see your point, dear sir. Though if I may, I do believe such a change could have unforeseen consequences on the game considering the timing benefit is extravagant and would lead to worrying circumstances down the line on par with such older changes as the WC51 changes."
That's effectively a more appropriate answer. Why is it so difficult for you to formulate it? No need to reply I'm not your therapist. |
Yes I mean Brumbar's performance gab between auto attack and manual shots. Even thou the unit uses the same stat in auto and manual shots, there is a big gap in performance.
Projectile speed which is lower than most weapons has do with it especially vs moving targets.
Imo the problem wth the Brumbar is the lack of reliable soft counter to it. If you don't have a hard counter to it aka premium medium tank or heavier unit, soft counters are completely obliterated by the said brumbar.
There is a reason it is popular to simply rush it as first tank unit in team game, because you can stale with a team weapon wall during early game as Ostheer to get the brumbar super fast for maximum efficiency.
The problem is probably that it is too easily accessible. |
No chance in hell. Paras are bordeline broken and you want USF to have the equivalent of Obers at the 5min mark?
Fuck no
Do you really have to be such a jerk in your responses or is it a deep part of your personality?
That was a list of proposals, I fully agree that some may be not realistic. |
Airborn is probably fine in 1vs1 but lack essential tools on teamgame:
1. Lack of late game abilities. The rocket loitering is too situational while being too expensive at the same time and offset by the high munition sink Drops and Para are. There are plenty of loitering in many commanders and many are not considered as ultimate some even exist on doctrine with heavy tanks.
Even cluster bomb from Recon is definitively more useful as it force move infantry from its area and also disable tanks cautch below for a moment.
2. Paratroops are ok but come too late in a game meta where Elite infantry have been made so easily availble. Here again it is specialy true on team game where CP have much more impact. Instead of CP3 they could be tied to T1/T2 platoon post for a better availability.
3. Weapon drop are questionable at the moment when you can easily back tech to get them and individually they don't worth 1 slot. This last point is probably the biggest offender.
4. Lack of indirect fire abilities. Since the balance team kindly nerf both late game stock indirect fire units USF have, it has definitively nerfed any commander relying on them on team game including airborn.
At least 1 of the Weapon drop should be refurbish into something more useful.
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Not true, I've very often seen USF players in lategame 1v1 have 3-4 vehicles. It's definitely not uncommon.
And their opponent just with 2 pak and a shrek squad? As usual if you manage to let your opponent build such force on 1vs1 and you're naked you've probably already lost anyway.
Yes but the tiers are not mutually exclusive and you can even go both tiers right away with double officer builds. This would be very difficult to balance.
Which delay the 1st sherman by 50 fuel and we're talking about two different kind of shells that need 6 seconds to switch. it may become a viable strat but I doubt that would be OP. |
Theoretical situation, sure, but the point is the 76mm is too good a vehicle to be stock, especially since it would allow USF to get other powerful doctrine picks such as Tactical Support.
That's +50 popcap and almost 500 fuel for 4 units. Possible to achieve in teamgame but that's barely an argument since anything is achievable in teamgame.
Imo The solution is within the M4A3, we have a tank with dedicated shell, High explosive shells can't pen anything more armoured than a truck, can't even pen the Luch which is good design. High velocity shells should be the opposite and able to kick ass vs Pz4 which have all around ammo.
There is also the unexplored solution of T1/T2 command post dedicated buff to sherman. T1 could gives an AT buff to the sherman since T1>T3 lack ATgun and T2 could give AI buff by cutting some of the AI shell actual stat and getting them back requiring T2.
This would give another interest to full tech as USF. |
Try out a vet 3 blob of 76mm M4s in cheatcommands and see how they do. You'll be surprised how they delete everything.
Don't understand this argument. A vet 3 blob of everything can delete stuff. |
This was brought up multiple times already, and main question is. Does USF\UKF need stock rocket arty, besides the fact that other factions have it? You can give reasoning why soviets need it, why ost\okw need it, but what USF\UKF cant accomplish or what is that gap that only rocket arty can fill for them.
Do you see spam Scott spam in 1vs1 or a lot of rocket arty usage? No because there isn't such stale metagame, on 2v2 and above rocket arty is pretty much mandatory on the late game. I'll say UKF at least get durable tank on the late game USF is still stuck in flank&smoke meme. |