This is probably the easiest and best way to quickly fix it! +1
100% agreed. |
Really? These two sentences, right next to each other, and you don't show a hint of irony?
If you're making the notion that artillery placed at an OKW player's forward-retreat-point is something that they would also notice and be able to avoid, then you're not grasping the concept. Get the OKW blob to retreat. You SHOULD know where their forward base (medic truck) is, thus allowing you, once you cause them to retreat, to artillery strike the truck, from which they will be unable to escape because they're retreating to it. Unless, of course, Relic recently made it so player's can magically change the destination of the point which their men are retreating to, while they're still retreating...... |
Late game the OKW is just too strong. The Vet 5 units are now made of Stone and just run through enemy fire like its nothing back that up with constant 3 squad wipe from the Stuka Truck every 80 seconds means its impossible to defend a point.
Sector artilery is just a joke versus anything the Ami have (240mm is just laughable inaccurate and gives the Axis time to pack up his picnic and move to a new spot)
Then to top it all off the King Tiger comes out!!!! I mean are you serious Relic.
80% of games against decent opponents end with getting steamed rolled through superior indirect fire and better late game units.
Balance is well off at the moment. Farcical that they didn't learn from their first mistake.
It takes a very long time to get squads to vet five. Pushing an OKW blob back and forcing them to retreat, while at the same time dropping some form of artillery on top of their retreat-point, will most of the time, wipe upwards of 90% of the blob, if not all of it. The stuka makes an extremely perceptible noise, with more than enough ample time to get out of the way upon hearing it fire. The king tiger is only a threat for inexperienced players, as it's easy to flank and run circles around with more agile tanks. Also, letting an OKW get a king tiger out is your own fault. It comes out extremely late at huge cost. You obviously didn't deny them their fuel as hard as you should have. As always, though, no one likes to admit they were simply outplayed, and instead shout "overpowered!" at any unit that an enemy player makes effective usage out of in order to foil their plans for victory. |
Awww, did someone stuka your riflemen blob? How cute. |
At 300+ munitions, the barrage can wipe an entire USF base. As for Russian player bases, you'll tend to only destroy two buildings and highly damage the rest, since they tend to be more spread out than the preplaced USF base. All you need is line of sight, so doing a quick drive-by with a puma or tank to line up a shot for the OKW Death Star is always an option. The passive scavenging ability is especially good for stockpiling munitions for the barrage, and/or making up for the munitions deficit if you choose to convert munitions to gas. Jägers are great for harassment. The ostwind is too much a gas sink that could be better spent elsewhere and comes in a bit late for dominance over enemy infantry, as they'll most likely have armor on the field. All in all, it's a great doctrine. |
Current Panther is almost fine the way it is. A tiny decrease in reload time and better AI would put it more into line with its price point. That way it could function moderately on its own without having to run away from a single bazooka, or having to circle an AT gun for god knows how long.
Edit: 'Better AI', certainly not anything on par with the Sherman's AP rounds, or even the Easy Eights AI strength, but better, nonetheless. |
Ummm... Rifles are the only mainline infantry US has.... Well airborne is another but they are doctrinal and I'm fine with them being anti-infantry only. Panzergrens with panzershrecks, Guards with DPs, vetted volks with panzershrecks, hell even Obersoldaten or shocks picking up a stolen shreck. Plenty of infantry that have both AI and AT. And like I said before changing weapon slots from 2 to 3 isn't going to affect much. Unless you let the US get 3*180 muni= 540+ muni all on rifle squads upgrades only then you're doing something wrong.
The other infantry that US field is Lieutenant that comes with 1 BAR and only 1 weapon slot. And captain that comes with 1 thompson and 2 bazookas and no weapon slots. So they're really not meant to duke it out with elite infantry...
I have put this proposal forth because I have had many 1v1s where I upgraded 2 weapon slots on a lot of my infantry and when the vehicles came I couldn't get bazookas because upgrading for bazookas isn't worth it for just 1 or 2. I have also found it annoying when a weapon drops I can't pick it up with the squad I have at hand and have to bring a squad from the other side of the map to pick it up. This has resulted in a lot of lost weapons to the enemy which I find frustrating. So long as there are only 2 weapon slots bazookas will continue to be under-utilized.
I wish obersoldaten could pick up three more lmg's off all the dead grenadier squads I see riflemen blobs melt away with a single m1919 per squad, but hey, it's a cruel cruel world, right? |
Elite Riflemen: Bringing them more into line with Elite Troops, it would make more sense from a balance standpoint to give them an ability akin to 'Troop Training', but only applicable to riflemen squadrons. Being limited to riflemen squadrons, making the gas expense cheaper, somewhere around ten to fifteen, would be required.
Same double-edged sword as Elite Troops, you can still have veteran troops on hand, but you'll be furthering the time needed before getting vehicles/officers out on the field. |
A purpose and value for duplicates you say?
Please, continue, I'm enthralled. |
Thanks! |