No maxims are used as a front line unit because scripts cannot hold the line against blobokw and your not going to have penals. Yes lets make them 4 man that way incendiary or rifle nades guarantee a wipe. So you can be free to volk blob. Maxims are fine how they are currently. |
Command panther is pretty broken in 2v2. It in combo with a teamates jagdtiger or elephant is broken as shit it means you dont get to use any armor but they do. Double comets is not going to do crap with those two combos or even command panther in combo of a teamates KT because as soon as they apear to get a shot in there gonna be at half hp instantly.
It also near impossible to try and flank the command panther or any axis armor with cmd panther on the field because of cheap spammable flares that can be used anywhere on the map and the cmd panthers vision itself.
The flares should be like riflemen flares and have to be deployed by volks. |
... You do realize how long it takes to shoot down a fighting position with small arms right? Shit, if you let your opponent just sit next to it all day plinking away with rifle fire you deserve to lose it.
USF is a mobile attacking faction - you should be glad they can build MG positions period (Soviets say hello).
If ithe fighting put is at full health and its just one squad yeah it takes a bit, but just one sturm or falls behind it at close range can kill it realitively quick especially if you consider maybe it took dmg from an incediary nade or regular nades(it takes way more dmg from reg nades then axis bunkers) or mortar fire or liegs or what have you. Then they can kill it in almost no time. Regardless it dosent matter how many small arms units i get behind a bunker with little hp left it wont make a difference, and i dont really have a problem with that, its dumb tho it can happen to the fighting pit. Yeah RE can throw rifle nades really not that effective tho bunkers have there own perks like being able to be turned into reiforcement and healing. |
@Rocket Wait....are you saying you want emplacements to get an overall buff? All that is going to do is cause static game play all day.
@LoopDloop USF fighting position is not very vulnerable to small arms fire. If you garrison one RE squad you can push off any infantry squad easily (except maybe double shreked PGs). Or if you upgrade it the attacking squad won't even be able to approach. The fighting position absolutely does not need to be immune to small arms fire.
Thats not true at all i use them all the time sturms and falls easily beat the RE inside it and then can destroy the fighting position realitively quickly wich has actually fucked me over a few times as i could not get rifle support in time and it dosent matter anyway small arms shouldnt dmg the fighting pit at all imo if im going to spend mp and munitions to build one it shouldnt be countered that easily with them not investing and doing nothing. Or say maybe they just garrison a building next to a fighting position. Sometimes ues the RE will throw rifle nades but there not brain dead they just jump out and back in. Same with them throwing them at units outside the position... They simply move away from the rifle grenade. There is no reason why small arms should do dmg to fighting position at all.
Small arms dont do shit to axis bunkers.. Btw how much dmg does conscript molotov to do them last i remembered it was very litte if at all (incendiary nades almost kill positon with just one)
No not encouraging static gameplay really but okws flak emplacement should be more usefull and so should USF pit more on par with ost bunker. The .50 cal is ok but it cannot really stop big blobs because of it comming late and fighting infantry already vetted. I use usf emplacement almost every game its a huge deterrent to stop fuel harrassment or muntions then you just got to be ready to have a counter for 222 or luchs when it comes to destroy it. Late game it can be great at helping to win those matches that come down to close vp points.
Im not sure why a fighting pit is really deemed static gameplay i guess because it cant move and has no pop cost? But what do you call axis mgs that can actually pin entire blobs in a couple burst and camp on their fuel or vp?? Hell the fighting pit is way more easily countered than both 42 and mg because they can move and it cant im not talking about the bofors here. |
If you use forward retreat from the Major that is a risk/reward decision, and if you mass retreat more-so. However, currently you are not even safe in your home base which means that you might as well use the major since it makes no difference, they can get sight easily and just drop it at home when you retreat.
Realistically with the AoE it has many units struggle to get out of the circle. Also when you play against good players they often drop it on likely retreat paths or movement directions so you will still get wiped even more so for moving.
Wich is why just smoke flares alone would help to see where the bomb is going to hit if i want to try to escape instead of bein forced to retreat. Usually its the first one they drop that gets me if i make a mistake or they make a good prediction or cannot hear it in time, in 2v2 the arty okw flares are a huge problem because there super spammable so it could be comming from an ost teamate at any time. Unlike regular rcon where i can expect the possibility of a call in.
To be hones i think arty flares are a bit op, especially in 2v2 makes it about impossible to set up any suprsing flanks, mines, etc. Not
To mention it comes with command panther even adding to the vison. They need to be like riflemen flaires where they can only be fired so
Far from a volk squad. |
Why can sturmpios and falls kill this just by standing behind it and attacking it with small arms. Seems a bit rediculous I am pretty sure assualt engineers or any allied infantry does 0 dmg to bunkers (with out at weapons or nades). Also 1 volk incendiary nade can detroy it by itself or close to it especially if it has even a little dmg to it before hand.
Small arms should never be able to destory it and incendiary nades do way too much dmg to it. All for them making okws flak emplacement more usefull as well, this is just something annoying I never thought was right with the usf emplacement. Also could use a little better pin late game okw infantry can still just run up on the cap with out a doubt decap the point or even cap it under fire the whole time before being red pinned. Just at least no dmg from small arms. |
This ability is op in team games, with muni caches is too much spammable. Only 160 without smoke, a team game (2v2 games too) is supposed to be full of noise, mortars, rocket arty, tanks, ecc. The real problem is that if you are not with your screen near the point of dive bomb you hear the noise too late, so for 160 muni, still if you are a good player, you can easily miss the noise and lose all Your infantry or support guns. Defintely need to add the smoke like every offmap abilty. You can dodge, 3 or 4 times this bomb, but with okw flare is to hard to hear in time if you are microing other units; cause you can't hear the recon and try to prevent spreading Your units.
+1
I do think the AOE still needs nerfed tho it should do less damage farther from center of the blast. Right now like anything in the rather large circle is wiped to shit. Mostly i find it a problem when im playing USF because of the fwd retreat and they need it on some maps. ambulance never makes it out in time and a lot of time major and maybe a rifle too because the models tend to trip on top of eachother when mass retreating. I have no idea why they ninja buffed it to begin with just because CAS got a huge nerf during that time but was well deserved.
They really like dropping it on your fwd retreat as USF when your engaged in a tank battle at the same time which really makes it difficult when your trying to constantly rearrage your back field and fighting with your micro intensive paper tanks at the time. |
Yellow cover, which is created by craters from explosions, tend to occupy a great deal of the map by the lategame. Demo charges, by the way, create heavy cover.
Yellow cover reduces accuracy by 50% and reduces suppression by 50%. This is what makes it a challenge to suppress squads as quickly in the lategame, especially with anything that isn't the MG42. The rest struggle entirely to apply suppression faster than their target recovers.
But there have been constant bugs with (re)crewing weapons. It's hard to determine ingame, much like when veterancy was broken.
But from what you described, that definitely sounds like one of the myriad of bugs that (re)crewing weapons has had. Get a replay demonstrating this so that it could be determined to be a bug, or just a form of really really bad RNG with inaccurate conscripts.
Both times it happened the infantry it was firing at was not vetted or not very vetted as it happened early in the game. I had units (scripts, engis) in front of protecting it. I could even tell the mg42 to focus on one unit and it would basically do nothing. It did seem as if it was doing dmg but it definately would not pin a squad for the ENTIRE rest of the game and never did from first recrewing it. I also neither time used it until i first retreated it and reinforced it because it gives you 6 squads members. Both times I had them around for quite a while, in one game it survived the entire game and got to vet 2 but like i said it would not pin a single squad whatsoever no matter what.
Ill try to get a replay next time, but like i said it was a bit of a big deal obviously when an ost player loses a 42 close to the start of the game and you get it and turn it on them as we know its the best mg in the game in general especially as far as defending ground.
also is that suppose to happen< both times when i recrewed it, it then had 6 members I thought they stopped that a long time ago I havent played soviets in a while and wont always steal the weapons |
There was talk of a bug where, if you kill a MG that is suppressed/pinned at the time it dies, the negative modifiers from suppression don't disappear when you recrew it (with any squad). Someone should test it. I would, but I'm going to sleep now. Sleep is underrated.
Might be some truth to this both times it happened the mg42 was being pinned in red(i think) by my maxims. |
Noticed this twice now and it made a relatively big impact on my games. Both times I stole an mg42 with conscripts. After I retreated it, it would no longer pin enemy squads what so ever. Like literally firing at them for 30 secs not even vet and it will not pin them down at all. Not sure if this has been posted before. |