AssEngies are unquestionably better, they will beat AssGrens in an even fight, have slightly better (I think) near DPS but have better effective range. Flamethrowers and Demo Charges mean Assault Engineers also have better utility. 5 man squads and the chance of the flamethrower exploding are the only advantages Assault Grenadiers have. |
You sure about that?
Then why it happens to combat engineer's flamethrower? Is it a bug or was intended?
Basically, the Penal's flamethrower is 'special' in that it has the explosion crit disabled, unlike all other flamethrowers. Presumably this is intended, since this has been the case for a long time and would likely have been fixed if it was a bug. |
I think they're fair - you sacrifice 200 MP, which is almost the cost of another unit, so you are giving up a stronger force and map presence. As far as the poll question goes, I would definitely say they take skill. The skill is not losing/falling too far behind in spite of having invested resources in this way. After all, it is not particularly to destroy Caches with tanks/artillery/AT weaponry if you are in a truly dominant position. The Cache is another thing your opponent has to defend. |
I agree. The game has its issues, and it is very frustrating when you come up against something OP (like a well-microed Kubel as USF), but I love this game. It is pretty much unique amongst RTSs at the moment, and I really love the thrill I get from the games. I think a lot of the negativity directed toward Relic is misplaced - they aren't perfect but they've made a great game that I've had a lot of fun with.
That said, the one thing I think is truly unacceptable is the buggy state of the game. In most other modern titles (LoL, Dota 2, SC2 e.t.c.) bugs as destructive as the Maxim retreat issue would be fixed in 1, maybe 2 days no matter what. I don't see why Relic isn't capable of this. |
I was requested to upload this replay by TNrg, to give an indication of how to play against the Sniper/Guards/T34-85 combo using the Mobile Defence commander (top 100 Soviet opponent).
Overall I'm not that pleased with how I played this game: my infantry micro was pretty terrible and losing 2 of my initial 3 Grenadier squads over the course of the game hurt me when I had to contend with his Vet 3 Guards squads. He only built 1 Sniper, which was a mixed blessing - 2 Snipers is much better against Grens and MGs, but ends up being a big waste of Soviet manpower once Ostruppen hit the field. No 120mm Mortars this game, but they wouldn't really have helped him against my Ostruppen. In the end, I used the P4 Command Tank to deal with his Guards, which worked pretty well.
Ultimately, I think in the late-game this is a pretty good showcase of how to use Pumas to counter T34-85s, making full use of Smoke Projectors and Target Weak Point. Other important things I did were placing Teller Mines at key checkpoints (which lets me get an early T34 kill) and building a Pak quite early (perhaps a bit too early) so that I was prepared for the tanks. I went for quite an aggressive early game strategy, which helped him get Guards early but did allow me to deny his fuel for a while, which delayed his second call-in. |
I don't have any saved, but I'll post any if I come up against that Soviet strategy.
EDIT: Never mind, I did have one which you can find here - http://www.coh2.org/replay/24978/mobile-defence-vs-soviet-snipers/page/1#post_id225292 |
Rushing a 222 is nice since it can chase down Snipers and kill them in their base. If you opt for this, I advise you to avoid fighting as much as possible to delay your opponents 2 CP for Guards.
Personally, I love using the Mobile Defence doctrine against this strategy. Ostruppen at 3 CP are great because they don't care about being sniped and it is very unlikely they will be killed by a single mortar squad. Keep a halftrack somewhere behind them so reinforce. Later, Pumas are very nice against T34/85s since they are cheap and outrange them considerably. You also save on tech costs since you don't have to go T3. I also advise placing Teller Mines in defensive positions, since most players will be very aggressive with their T34/85s once they call them in and Teller Mines can set up easy kills. |
I think its fine as is. For me, the balance point for all off-map call-ins is that it should be possible to dodge them if the player reacts fast enough. Any call-in airstrikes/barrages where this isn't the case should be changed so that they aren't so punishing (this is kind of what you have with a lot of incendiary barrages - quick to land but they take time to actually kill stuff).
It may be frustrating that your opponent dodges your airstrike and it does nothing, but it would be downright game-breaking if he couldn't. As Katitof has mentioned, the key is combo it with things that impair movement, or to overload your opponent's micro in a large engagement so they get flustered and don't react properly.
I also think that these abilities aren't just about what you kill. Thinking laterally, a lot of these abilities can be used for 'area denial' - to control your opponents movement. For example, imagine your opponent has a tank that is taking fire from your AT guns. Placing the anti-vehicle strafe directly behind the tank makes your opponent choose between AT gun damage and strafe damage, and he may end up making the wrong choice. Another example would be placing the anti-infantry strafe to cut off an opponent's flanking route, keeping your MGs and AT guns safe. Basically, I think these abilities can win engagements without necessarily inflicting damage. |
Unfortunately, the Airborne strategy you describe really is the most viable way to play USF at the moment. I use it as well, and doing anything else usually feels like putting myself at a disadvantage. One strategy I sometimes go for is to go Infantry Company, Captain first and rush a Stuart. The M1919s cover you for anti-infantry and let your Rifles scale better, and not many people really expect to see a Stuart these days. You have to micro it really hard against OKW though, since those Panzershrecks are everywhere.
Other than that, dicking around with Mechanized/Recon for WC51s and Greyhounds is good for a laugh, I find. |
On a map like Semoskiy, I would say PGrens are your best bet since they can usually sneak up and pop it while another engagement is going on. The 222 will certainly kill it with the Autocannon upgrade, but its unlikely that the USF player will leave it unattended for long enough. If you have it, the Encirclement Doctrine is pretty good for this sort of thing: spawn the Storms and then hide them behind terrain while the Panzershreck upgrades. Then, hunt it down with their vehicle tracking ability. |