MG's don't stop them......
early Volks don't stop them ...
Any 3v3 or 4v4 with all Us and you cannot hold any points...
US rule Axis drools
WYTTFG Relic.... |
What's more there is no quick Afrika Korps AT to counter quick Stuart or Light Vehicle for all choices...... No Panzerfaust.... You're Fooked in the A$$...Same story every game...
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ONCE AGAIN Allied AT infantry don't need tanks.....Axis tanks are totally negated by the Superman Allied AT. All you need is blobs of Brit and American AT soldiers to kill all tanks and they get MG's first so maps with with buildings and cutoffs are allied controlled vs. Afrika Corps.... Nothing new from CoH2...
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10 games in a row. Cannot win as Axis you've broken it for good in Random 3v3 and 4v4. ALLIES RULE...YOU WIN THNANKS RELIC
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Just me or anyone else notice allied grenades are much more effective? |
And it doesn't, because that's not how scatter works.
Replays please for analysis...... |
I understand a partially suppressed weapons team hanging in there for a bit and firing, just like partially suppressed infantry squads. But infantry squads, when fully suppressed (with the red triangle and exclamation point) cower, won't crawl, don't shoot their weapons, and can't use abilities. Why are MG teams (and mortar teams too, maybe) allowed to keep in the fight when they are fully suppressed? How many times has a fully suppressed MG gone on to suppress enemy units that were not before? There seems to be something amok with this disparity in unit behavior. |
MGs don't work....
OstHeer blobs don't counter allied blobs ....
so what effective tool is there????
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The only way to make this happen would be to have 2 separate HTs available to build.
One would be the HTs as they are now, that can reinforce and receive self or area defensive or reinforce vet upgrades, with no upgrade option except perhaps in the field weapon drop (like a towed AT gun that deploys and can be crewed for a bit more ammo added price) or any commander specific upgrades (like OH anti-vehicle mines). You can let it gain vet for damage done, reinforcing, and leeching vet from nearby units to some degree, as others mentioned.
The other HT you can build is offensive to begin with. Give it a bit better initial dps weapon or better suppression of some sort and allow it to upgrade to the choices available now or even other variants like the ATHT of PE (which would help OH not be so static in its AT vs all the arty), etc. It gains offensive vet and can never reinforce infantry.
You lose some initial flexibility in your HT but gain all the advantages people have mentioned. Both variants could still transport troops until the offensive HT upgrades, of course, then there is no more room.
Seems like an easily, do-able 'fix'. |
Can someone please explain how one MG can walk into another MG arc, setup and then suppress the other MG?? ANd of course if the setting up one is a vickers or maxim it will out DPS the MG42 it as suppressed by? bad mechanic... suppressed weapons teams need a bigger penalty
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