It's already have 5 minimum range.
I know, I'm trying to make an "if...then" statement as an excuse to buff it. |
The games balanced when top 200 play because most MU's are one specific build order vs another, with main variables being initial capping order, micro, and trickery. Sure, everyone can get as good as the top 200 to enjoy balance. But what this means is memorizing specific strats that exploit extremely blatant holes in the poorly designed WFA and UKF.
In most good RTS games balance falls apart at the pro level, not the other way around. (Protoss for example.)
Soviet Maxim spam into T70 vs OKW, OKW aggressive cut off harassment vs USF into either tech, OKW fast luchs vs UKF. Really the only tactical and varied MU is Ost vs Soviet, because the factions are actually well designed. |
only big issue with OKW is their insane early game power. Assuming your not spamming Maxims, there is virtually nothing you can do if the OKW wants your cut off or fuel, which is pretty bad. You either take it back after being negative in the exchange of MP, or rush a light vehicle. |
Only changes that I like are the USF ones, but your unit placement is kind of weird. Sherman should be in Captain Tier, Scott in Lieutenant Tier, and Jackson in Major Tier.
I also think that the USF changes are cool because they'd allow you to get more officers of sooner, while using combined arms with support weapons, without significantly decreasing the time it takes for armor to arrive.
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Kubel has to be really good because the OKW are an early game faction with crappy lategame infantry and vehicles.
So: l2p. Soviets have no problem with OKW, and the only other faction (USF) has Riflemen. |
I don't even bother going cons. I simply go maxim spam into Jesus troops into double at gun into IS2 lol
If you do this strat you need one Con squad for capping, protecting initial maxims, and snaring luchs. |
OKW early in right hands>USF.
But OKW has no solution for Maxim spam/guards/into T70, so they're balanced. |
If USF at nade is going to have minimum range it should be slightly better than Con at nade to compensate: 5 more range, more pen, more damage, anything really. |
Blobbing is only a problem with OKW.
Kind of with USF, but design of rifles means spreading rifles out is almost always better than blobbing. |
Didn't watch but giving advice because Ive encountered this before:
3 rifle m20 should be able to handle all OKW openings if executed properly. That many sturms will bleed heavily past the 2 minute mark. Just keep practicing rifle play, capping fuel, defending cut off, and harassing/doing good damage to opponents economy all at same time.
After M20 you get .50 cals, tech racks, and get some zooks if he's mech or goes FHT, and if not get em later if he goes P4.
If your having trouble with early game sturms, blob rifles and focus fire individual squads at range.
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