Only for UKF.
And it is not a terrible idea. Tommies can currently create cover and self-heal in any position they like requiring the enemy to send at least twice the force to dislodge them and even they can cause as many casualties as they can and then simply retreat.
Heavy cover offer many advantages and should not be available for almost every fight.
Tommies have to pay Muni to heal in the field, which is something both German factions can do. You are saying that UKF should be the only faction denied Vet 0 Tech 0 Sandbags?
Edited to fix the mistake |
All tank traps should have build time increased.
USF tank traps should be me moved to assault engineers, then sandbags could be moved to R.E.
UKF trench and sandbags should be moved to Ro.E.
That puts sandbags behind tech. That is a terrible idea. |
I think the best way to help new players is to provide them with a top to bottom build order and ask them to execute it to a T.
For example, start with 3 tommies, mg, tech up, get pios, at gun, tech scout car, get scout car, get some doctrinal unit, tech up, get cromwel, get firefly.
This may not be the current meta nor could this build work, but you get the idea.
His opener in 2v2 right now seems to be hmg 1 tommy and a carrier with a wasp. Then engineers or a sniper depending on the situation. I try to compliment this with 4 cons and an hmg if they are blobing followed by 2 su76. This is all the plan going in but it of course changes and we have decent communication throughout regarding what the enemy is putting out and what we are doing to counter it. Our commander picks usually try to fill in gaps of the other. I will get a commander that gives vision if he is going heavy offmap support.
Another important aspect is manpower control. Too many model losses set you back tech wise and disrupt your plan. It is better to hard retreat early then stay in an engagement and bleed. Unless you are under critical VP bleed, there is no reason to sacrifice your MP to capture a particular point. Retreat, regroup and send reinforcements that are capable of resolving a particular situation.
I have definitely noticed it is very easy to distract him with simultaneous engagements on opposite sides leading to squad wipes from rifle grenades. I've talked with him a little about it and when to expect them and it seems to have helped a little. Another downside that has plagued us for years is the fact he lives in NZ and I live in the midwest so latency is always an issue. We often joke when playing rocket league together that he has to let me know he has the shot before he knows he is going to take it because by the time i hear him in curse it is already too late.
The rest is good advice thank you for giving me your time.
I am considering doing drills with him where the main goal is not to win so much as to not loose mp. |
I still can't grasp the concept of a German Army that's based on the 1944 Battle of the Bulge Wehrmacht is (badly) designed to be aggressive in the early game, while still having access in the late game to heavier things like the King Tiger and Jagdtiger.
It's like they made OKW have some sort of built in panic button or whatever, which then they saw worked a little too well and decided to nerf the early game, and after that nerfed the late game as well because the OKW could be carried in the early game by it's Wehrmacht teammate(s) while carrying the Wehrmacht in the late game with the mentioned heavier vehicles.
In all honesty it should be the other way around with the Wehrmacht being based on the early Germany Army Blitzkrieg-ing through Europe and the Soviet Union with trucks, motorbikes, MG34s, Pak 36s and 38s, Panzer IIIs, short barrel StuG IIIs and Panzer IVs and of course Tigers, 88s and that sort of thing, not be based on the Kursk Army with Pak 40s, Pak 43s, shitty wooden bunkers and Elephants, and OKW being the later war counterpart with the concrete buildings (like the Bunker from CoH) having less men and less resources but better equipment, like for example the Wehr Grenadiers would be 5 man squads while the Volks would be 4 man squads but would be able to upgrade with STGs while the Wehr would have Combat Pioneers Armed with, let's say MP40s or MKB42s (using the StG 44 models of course), while the OKW would have the Pioneers with Rifles. And then you'd have things such as the Panzergrenadiers and Panzerjaegers which would fill in the AT infantry role (like atm with the PGs, the Panzerjaegers would be PG clones using the Jaeger skins).
But all in all it would be also possible to just design the OKW around the more defensive 1945 Wehrmacht and leaving the current Wehr as they are while adding in a mixed Italian-German Army which would be designed to be more aggressive and mobile.
So basically you'd get all flavors on one side, you'd get the Fast and aggressive USF and Italian-German Army, the versatile mix, Soviets and Wehrmacht and slower late game/defensive Armies such as the Brits and OKW.
I have been complaining about this ever since early access. The flavor of the overall disposition of factions given the tools provided is all off. Wehr gets mid and late war armor along with defensive structures suggesting a '43-'45 footing while Soviets get early and mid war armor suggesting a '41-'43 footing. The IS-2 is the only SOV armor that went into production after '43 in the game. This and the lack of a commissar squad makes what could have been all the more painful to think about.
I play SOV because I like the meatgrinder mentality and being able to decisively win games while suffering a .4 KDR. This and the "everything is also an assault gun" mentality is about the only things they got right for Soviets. |
First I want to start out by saying that I make plenty of mistakes that cost us games so I am not claiming it's all his fault or anything. When we play 2v2 I don't always have time to watch his play so I will watch replays from his point of view. That helps a little to understand his play but recently I got him to do 1v1s with me so I can get a feel for how he reacts to certain situations.
I have probably 20 hours total playing as German factions and 10 as UKF but at least 1600 hours playing as SOV. He has about 400 hours playing as UKF. That said I am completely demolishing him in 1v1s where I play as Ost. It doesn't matter what strategy I go with or what commander. If I play to win, I win.
I know that a 1200 hour differential in game time is massive and 1v1 is not 2v2 in terms of strategy but I want to help him improve without frustrating him.
I have been trying to explain why certain strats don't work against certain factions. For instance he rushed out an Ost sniper one game while I was playing soviets and as a result I had capped the whole map in 5 minutes.
He says he likes to turtle in RTS games and that is why he likes UKF. Watching him play and playing against him though seems to point to this as the reason he isn't aggressive in the early game which leads to my armor reaching the field first. He does not trust the UKF medium armor options and often opts to wait for fireflys. This usually leads to me having a 2-1 armor advantage by 25 minutes.
I think I could be asking for some players to play some matches of 2v2 with us that are comfortable enough with both UKF and German factions to give him (and me) some pointers. Other than that, general advice would be much appreciated. |
i mean what do oyu think will they put riflemen having sandbags what do oyu think?
I cannot comment as I almost never play USF. I do not have the experience needed to have an opinion. I was only responding to the thread because I did not like the idea of nerfing conscripts. |
Ost pios can build them too if they choose on the commander (defence smthing, can't recall his name) that has the ability.
There is also the soviet urban defense doctrine that has them but they are mostly worthless.
|
So what do you think will they put them having sandbags? wut? |
My 2v2 partner and I like to run the counterbattery commander while I go Sov Windustry in 2v2 and spam muni caches. This way he can constantly run the counterbattery and I can feed him fuel with the airdrops. The only point where we run into trouble is when they put artillery right on their base border and it wont trigger on them because its too close to the base or something. |
Cover Bonus is lost at point blank range.
themoreyouknow.png |