It's a nerf because now they cannot self repair.
This isn't rocket science.
It's the Calliope, so yes, it is technically is rocket science. |
Is there a way to fine control the speed infantry move at (think Dow2, where guardians outran tacs and tacs outran guardsmen) via the attribute editor? How? If not, how? |
OKW is not supposed to have Volksgrenadiers with strong AI as it will render Obersoldaten - and partially call ins - completely useless. The Sturmpioneer is currently doing the job of assaulting and repelling units.
Volksgrenadiers with medium AT as they do now is cancer for fun, engaging gameplay though. |
Steps to being Pro USF player
1. Build like 5 rifles AT LEAST
2. Build amublamps
3. If Ostheer, go Captain. If OKW, go Captain (222 Spam meta has Lieutenant fcked right now, so don't.
4. Buy major and create FWP with ambulance somewhere.
5. Cap points, kill stuff, retreat. Rinse and repeat.
6. Get Tank, if heavy cav get the pershing, if tactical get Sherman then calliope, unless they are really bunkering down.
7. Watch as your versatile Vet blobs steamroll the battlefield.
I can see call in infantry, Sturmtiger, sniper and Ostwind hurting this
That upkeep isn't a joke |
The fact that ISG can counter Howie through more accurate fire is a bit silly when you consider the Howies price and the OKW's Walking Stuka that already counters it.
Other than that the Howie is fine |
I actually kind of see what you mean, basically a mobile defense where youre all over the map and flank when they attack. I will try that mentality |
Questions in the OP. As USF I'm always reacting with tech from step one (assault Grens, sniper, Ostruppen, battlegroup or mechanized hq) and if I don't push them off the map by the time they set up Shwerer or reach T3/call out a Tiger it's GG. I'm having issues doing this vs competent players because you can always fallback on snipers, volks, hmgs, etc.
I understand that lategame is supposed to be HE Shermans and Jacksons working with rifles and pack howies/hmgs, but I literally can't afford an effective army due to pop cap and even then the retarded pathing guarantees I lose at least one vehicle per game.
I'm beginning to realize that 1< x USF T3 units aren't really meant to be built 1 vs 1 because if you haven't won by that point you won't win at all due to the intended design. (Unless you have 100% map control.)
Early game play is fine, I'm just having issues solidifying control with the first light vehicle and pushing them off the map.
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Grens are fine but also one dimensional by design. They aren't changing because they aren't OP or UP.
But if they had to be redesigned: redistribute current rifle dps into 5 men, 280 mp squad. Give them a stick grenade, 75 muni mg42, allow them to lay sandbags and build trenches. |
Swap maxim with cons, give cons suppression but remove molo/at nade and sandbags
Now remove Maxim suppression, give molo and at nade (oh and MERGE) kappa |
Generally OKW anti tank is too effective while they suck at anti infantry, and the USF has the opposite problem.
If Shreks, jp4, Puppchen, etc are all toned back a bit (camo, accuracy at range) then the replacement of the IR Halftrack with an mg34 wouldn't be bad at all
By the same token nerfing Sherman HE, m20 dps, m1919/rifles/paras, .50 cal speed and giving those units better AT in form of double zook m20 crew or higher pen on .50 and Sherman to round them out would help the faction a lot |