1) OKW having map control is kinda something you have to just accept, IMO. For the early game, my mentality playing UKF vs OKW is that if I'm controlling 1 VP, 1 FP and 1 MP then I'm doing OK. That's enough to get to the mid-game, get out the AEC and some weapon upgrades and start to push back. If you want to punish the Kubel a bit harder or if you need to stop it ninja-capping your flanks on larger maps, the Universal Carrier is the answer. I just disagree with your assessment that it isn't good to help in infantry combat. For its cost I think it does fine.
2) Personally, I've never seen this. But if it is that much of a problem for you then yeah, mining your own base is the solution. This isn't bad to do anyway, to stop vehicles chasing you down for squadwipes.
3) The point of emplacements is to let you secure your own map sectors so you can focus on attacking into your opponents. So actually, they do help you take away your opponent's map control, just indirectly. As for the Leig, the solution is actually to play aggressive and try and wipe the Leig. The Field HQ doesn't have any defences other than reinforcement, and with a couple of Tommies and a Sniper/Vickers you can effectively keep his units pinned at his forward base. Sometimes you can even get in there and steal the Leig. Also, if his Field HQ is in range of your mortar pit then your opponent has fucked up hard. Finally, if you really want to deal with the Leig+Field HQ combo then get artillery flares on one of your Tommies and just blast the shit out of it.
4) Too general to answer quickly, depends so much on what your opponent is doing.
5) Mobile Assault is probably the doctrine that is useful most often, so if you really want to be competitive with UKF then it's a good idea to pick it up. The other doctrines are more situational. I use Mobile Assault, Royal Engineers and 1 of the Crocodile commanders. Mobile Assault is kinda the default, Engineers is for emplacement play and free vision and the third commander is just for the late-game Croc if I haven't chosen a commander already.
6) Counter-sniping is for sure the best solution. Make sure not to reveal your sniper until you have a kill-shot on his. Put him on hold fire and sneak him up through cover. Be patient and ignore the temptation to snipe at Grens.
Hope this helps |
So good, really excited for these changes to go live! I wonder what commander abilities would be best to replace the MG42? I guess 'For the Fatherland' (or whatever the Overwatch ability is called) for fortifications, but what for Luftwaffe? I'm not sure what would fit.
The only change I'm worried about is the Bundle Grenade buff. Grenades should be effective, but this AOE profile and damage looks a little too good to me. IMO it isn't good for the slightest lapse in attention to be punished with a squad wipe. I'd prefer for the grenade effectiveness to remain unchanged, and for the cost to be reduced to be in line with other grenades. |
This is a stupid way to make a comparison. If you'd actually played much of the Preview Mod, you'd know these factions are very different. To demonstrate just how stupid this comparison is, I will do the same thing but in reverse.
Pios - cheaper Sturms with flamethrower upgrade
Grens - Volks with longer range grenade and better long range firepower with MG upgrade
MG - doesn't need tech to unlock
Mortar - ISG but better because available earlier and can retreat
PG - double schreck OMG
Pak - Raketen with longer range, better penetration, stun ability
222 - available earlier than any OKW light vehicle, clearly way better
e.t.c....
You can make anything seem better than anything that way. It doesn't represent what actually happens in the game
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Stug E is very good against infantry, just inconsistent with accuracy. My experience is, it'll completely miss that 4-man Tommie squad five times in a row, then wipe the whole squad with a single shot. Keep it at range and try to keep it stationary while firing |
Tiger itself is in a very good spot IMO. Any better and we'd be stuck back in a call-in meta, where the Tiger is the only thing in the game that matters because it hard counters anything smaller. I believe the Mech Assault no-tech strat is already too good, and I don't want to see it get any stronger.
I think the real Tiger buff we need is a buff to Ostheer repair rate. It's so stupid that late-game you need 2 dedicated repair teams to keep the Tiger in fighting shape, and it still takes ages to get it back in the fight if it gets below half health. It's bloody annoying, takes too much pop cap and forces you to dump manpower into sqauds that are basically doing nothing half the time. I'd like to see an increased baseline repair rate for Pioneers with a further, much larger bonus at Vet 2, or alternatively (and preferably) a munitions-costing upgrade for Pioneers, unlocked with Battle Phase 3, that drastically increases their repair rate but maybe takes up a weapon slot or locks you out of other upgrades. I think this would be a better solution than relying just on veterancy because this way, freshly built squads in the late game can still do the job. It would also encourage players to keep teching up. |
Remember that rifle grenades, like all grenades, do more damage if the unit is in cover, especially heavy cover. This is mostly because units in cover tend to bunch up, making the high damage portion of the grenade AOE cover more of the unit. To stop rifle grenades instawiping MGs, set them up in open ground and keep another squad nearby to make sure the Grenadiers can't just rush the MG team and shoot it to death. |
Well, see, there's this unit the Soviets have. It's called... what is it now? An anvil-truck gun? An anus-tango gun?
No wait, I got it!
An ANTI-TANK GUN! That's it! |
that would make it a cheaper stuart. sadly nothing more. canister shot isnt cancer, in contrary, it adds some flavour and spice to the unit. i would take that over bland stats any day.
I disagree. Firstly, it being a cheap Stuart isn't necessarily a bad thing. It would still be unique in that it would create additional strategies and teching options because it fills a niche for USF (currently, there's a big gap between the M20 and the Stuart which the AAHT doesn't really fill). As for canister shot, I kinda have to assume you weren't playing much of the game before it was nerfed. Seriously, Relic changed it for a reason. People would just wait, call in 2-3 M8s and then ride around getting guaranteed squadwipes on Grens and other small, bunched up squads. Absolute bullshit. |
Mines definitely aren't useless in the new patch, but they are different. You can't just dump spare munis into mines and bleed your opponent dry anymore, and in my book that's a good thing. Now, they are for protecting your flanks. A flanking unit that runs into a mine will be pinned, forcing them to wait, and lose so much health the won't be in fighting shape. It's a change that encourages tactical use of mines rather than spam. Personally, I would like it if mines were coded to always kill exactly one model to add some MP bleed and make it seem a bit more realistic. But that's just me. In any case, the important thing is that you can't get free wipes by luck, or planting mines on doorways. |
I agree the Recon Support needs a buff. Change the IR Pathfinders to be more like Airborne and make the Paratrooper call in actually useful somehow. Buffing the M8 is also good, but I don't think Canister Shot is the answer. That ability is cancer and always will be. Anyone remember the Stuart from CoH1? *shudders* My suggestion would be to improve the main gun penetration so it is more effective against other light vehicles.
Mechanized company is actually pretty good though. The WC51 is really, really good and any buff would push it over the top. I think the solution to the M3 call in would just be to change it to an M5 and increase the cost appropriately. That way, the transport would actually be good for something. |