Jaeger Infantry Tactics master race, +1 to teh op |
lol tactics
HTD
M-42 at gun
partysans
for the motherland!
KV-2
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USA! USA! USA!
Best offensive unit synergies ingame (.50 cal and rifles, Sherman + Jackson, Jackson + m20, M15 + pack howie, it goes on.) Core units have smoke that lets you attack and harass, weapon racks let you increase firepower so your attacks are better, and vehicle crews allow your vehicles to never stop attacking. Oh, and riflemen that from the 1st minute allow you to cap the map, harass, and never stop attacking.
I live for the assault, and fluid combined arms with an aggressive and hard edged focus. I like it when my forces' core troopers are savage dogs of war armed to the teeth with automatic rifles, RPGs, machine guns, and every grenade you can imagine. I like it when the best healing platform ingame doubles as a reinforcement point that my Riflemen can retreat to. As a 4:00 M20 brutally guns down the defenseless enemy with it's .50 caliber machinegun, I realize it. In command I live to attack, and this is why I play USF. |
Each faction should have an area of combat they excel in, but all should be balanced at all game stages assuming equal map control. This will be long but I'll try and explain imo the way each army should be for a balanced and *fun* game.
Ost: long range combined arms type play, versatile and powerful units that depend on abilities and upgrades. Late game Ost combined arms dies to all arty, but to compensate currently they get God armor. Buff viability of Ost support weapons and non ostruppen infantry lategame so panthers, stugs, werfers can be nerfed.
Sov: close to mid range Zerg units mixed with select good ranged units. Should gain economic edge by building the most mp efficient army, with units that are ok at one thing but are wiped/killed a lot. Instead, soviets gain economic edge with their high end wipe tools that aren't fun to play against and nullify lots of mid/late Ost combined arms.
Usf: average prices, close to mid range combined arms types units that are versatile, powerful but less survivable than all counterparts. Should gain economic edge through use of smoke and vehicles to harass enemy economy, until usf army is better than enemy army and usf makes a huge combined arms smoke push. Think of protoss economy in sc2. I'd say usf are the most fun and balanced ingame army in this regard.
OKW: fast, expensive, specialized units that are good from far away or at in your face range. Should gain economic edge by literally killing enemy units, to offset the fact that OKW units are insanely expensive. Instead, OKW economic edge is cheapest teching and select super cost efficient units to offset the fact that many OKW hits are overpriced/lack luster.
UKF: slow, super tanky long range units that are ungodly expensive mixed with rare skirmishing units. As of right now ukf gains the edge economically by surviving to their lategame lol, they lack "economy." UKF economy should be focused on scarce territory and not expanding, but gathering for attacks with most high end units ingame. Once sufficient army created, damage to enemy huge.
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Vet 3 M8 Greyhound is like SdKfz 222 w/ Spotting Scopes
Really? |
Ukf dont need redesign at all-just buffs to units. They are a "Gucci" faction but all gucci units are T3.
Buff vickers damage even more, make uc the tankiest early vehicle, make IS's more robust, buff base arty, make sexton a priest clone that costs 30 fuel more and is that much better, buff piat, buff everything |
I think map design playing into who has an easier time winning is still a balance issue that has to be solved by tweaking maps, especially when different match ups depend on micro of 1/2 specific risk units to gain the edge.
Narrow maps discriminate against Soviets when vs Ost and OKW when vs Soviet, and usf wining depends on rifle play and m20 use>narrow maps= MGs, snipers, and mines.
Overall 1st tourney game was a good watch because Hans threw the game away in the 1st 10 minutes but managed to claw to a near annil. victory somehow. 2nd game was meh, and 3rd game was settled from the start by Hans not vetoing Crossing. (WTF?)
Edit: Panzerwerfer is definitely over performing for price though.
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It's gun should literally be the stuarts gun. Give it hmg upgrade too |
UKF is dead, certain match ups are very unbalanced. |
USF could use nondoctrinal light 15 muni anti personnel mines on REs imo, every faction should have nondoc infantry mines of some kind.
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