I´m gonna say this again. Pushing back call-ins would just mean teching T3 till callins arrive and then replace them.
Delaying them won´t mean that performance of stock tanks is going to be better neither the underused (edit) commanders (Edit).
The idea for requiring the appropriate buildings to be built is so that the superior Call-ins can't be deployed for less than the cost of the native faction units (through skipping the tech costs).
The fact that the unit must be "built" instead of instantly called in isn't really as important as requiring that the tech be researched. Thats the main balancing factor that need to be implemented IMO. |
IMO this replay is a good example of why doctrine call ins need to be tied to their relevant tech levels. Your infantry micro got better towards the second part of the game when you made that great turn around... But being able to field easy eights for less than the cost of reguar shermans by skipping t3 and t4 gives an unnecesary advantage to using doctrines that let you do that. I dont think you would have been able to keep that come back if you werent able to field all those easy eights. |
i always merge when i see the chance. Even if a native reinforcement would have had better stats, youre still taking a cheaper conscript and giving him a free buff by putting him in another squad. If you didnt merge him hed just fight as a part of the weaker conscript squad. |
I think penals should be the Soviets' Conscript +1 type unit, but currently, all carbine weapon profiles are rather lackluster, which is why penals don't seem all that particularly well in comparison to conscripts. I think if/when Relic changes this, we'll see penals become a lot more useful.
Also, LMG's don't suppress/pin, only HMG's do.
im pretty sure LMGs suppress too. it only works if the squad is stationary (thats why you do an attack move instead of a regular move, so theyll stop moving and let the LMG guy fire)
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allies just need more late game options. not necessarily better tanks, but more options. after the mid game point i always get a feeling of "now what?". whereas with axis i get the feeling "ok call in panzer ivs, panthers, and tigers!" |
the thing is once the axis get LMGs then they just do an attack move, and pin your squads and wipe them out. All they have going for them is that theyre slightly survivable against vehicles becuase of their numbers.
I'm personally somewhat ok with this. the main thing that i dont like is that soviets have no mid-late game infantry. I feel like penal squads are SUPPOSED to have that role. but in reality they just cost more than conscripts, have less abilities, and perform about as well or worse than them...
What is the penal squads role in this game? what unit do they counter? I think if they question could be answered than the soviets wouldnt feel so underwhleming in the infantry sector late game. |
it seems a lot of people agree a lot of doctines need to be reworked for all factions, and some doctrine only abilities need to be a part of the core faction..
but are any of these suggestions really even practical for possibly being implemented? Im not sure relic may very willingly alter doctrines since they seem to want you to BUY commanders. |
i think you should be able to face the MG after putting it in the house. Thats my main annoyance with it. it takes so long to realize it needs to face a new direciton, then after they start moving the mg to a new window it takes a long time to get it set up, and by then theyre gettting toasted. |
The video makes some good points, but other stuff is not so good. He doesnt seem to play very much allied...
why would you want to take away the maxims set up time? the obw have the MG clown car with very fast set up time, and has much better survivability (until tanks).
over all. all factions need less options locked away in to doctrines and more options available as the core faction.
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It's a good question, why don't Axis get an early game clown-car too? We'd see less MG spam for sure.
Although I actually wish all clown cars would disappear from T0 and T1 >:/
Katitof, you wrote a list of medium counters, not hard counters. Hard counters are things which not only kill something effectively but are also invulnerable to damage/damage type. Like Tank hardcounters infantry.
Mortars and inf guns only medium counter maxims because they're not so drastically effective. Elite infantry can be suppressed by HMGs too.
they do, the mg car. You can build it from the start, and you dont have to buy the car and the mg crew seperately.
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