Cuz you can't dive them with your panther, kill them and then escape with your blitz and smoke.
I have personally played with two scotts and paths (in team games) and the majority of scott's DPS comes from the barrage. One scott can, but is REALLY unlikely to shoot enough grenades to kill a team weapon before the axis player moves it away. Two, however, can make quick work of support weapons
Scott autoattack is kinda lackluster and one could simply advance through it, its not like a single brummbar where a squad gets hit and then has to retreat. |
Regardless if USF is underperforming in teamgames or not, Scotts should really use a nerf, but not necessary in dps.
Imo proposed by many, including Duffman, self smoke removal is a must. On top of it, maybe 10..15% accel nerf would be good as well.
why should scotts be nerfed? i don't really think they're problematic |
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They don't
You're ignoring the fact that CE have to retreat after losing about two models. This means your army can only lose half their strength until you're incapable. If you retreat Cons the same way, you have to lose 67% of your army until you are pushed off.
CEs don't work as mainline. Not early game, and surely not in the late game.
Instead of spamming a ton of CE squads that you cannot afford flamers for anyway, just build two CE and 3 Conscripts and use merge. Same effect, better fire power, and cheaper on your MP while having the same amount of models on the field
you are simply bad, and have not made enough engineers.
Baleful |
That's just stats manipulation from the user. In reality cons have +50% more models, several combat abilities (molly, oorah and at-nade) and much better scaling. Both naked CEs and REs on their own have pretty poor combat performance and won't hold their own vs any axis squad in the game.
Also in practice CEs, pios and REs have a very high chance of dying when match gets heated, because of 4 models and rather poor RA regardless of vet. This makes Engineers obsolete once opponent has vehicles and elite infantry, or decent amount of properly vetted and equipped mainline infantry. That's why you rarely see flamer on new engies past 15+ minutes, since you'd rather upgrade your infantry, lay mines and use those munies on abilities.
Combat engineers can work as your mainline because they cost absurdly cheap and have a flamethrower upgrade, but even without it you can hold your ground
they have 2 models less, but you make 7 to 8 squads at the very least, and you stack multiple of them anywhere you are supposed to fight. Fun tactic |
what |
Yes, I fully agree.
I just added some points that I think are necessary.
My main point is: It is an expensive build and it will only work as a complete package. Without the Brummbar/PWerfer it basically falls apart since your Panther will get killed by ATGs. And the earliest you'll get it is 25 minutes if you skip literally all unnecessary fuel cost and your team has to build fuel caches. Realistically, you're on the 30 min plus side. The other option is that two Ostheer players need to split the units among each other, but this required way more micro and coordination as well as force concentration.
The build works very, very well on larger modes with narrow maps like Angermunde, especially if the opponents do not spam artillery. It doesn't on super open maps or smaller modes though.
axis players are either artillery players or tank spammers, so it is easy to get indirect fire on AT in an axis random team.
your p4 command affects ordinary tanks (p4, stugs, what not) and infantry too, it will be useful as a secondary tank regardless of what you go.
You still have access to your strong infantry while stalling for armor, and most team games either end with a stomp, or at a painful, slow and bloody slug out that lasts forever.
regardless you also get elefant in the same doctrine, which can use hulldown and get upwards of 100 range (the kv-2, for comparison, has only ~70 effective range). IMO its an overpowered and broken doctrine and possibly better than jaeger armor on some maps |
Small correction though, Panther can survive "only" 9 penetrating hits with all bonuses combined. Strong thing though is that you don't need the Command P4 close by all the time. You could wait until your Panther has eaten 7 shots, then drive it close and jump up to 9 shots.
The only drawback is that this build takes quite a while to get going. You basically need the Panther, Command P4 and at least a PWerfer for fencing off ATGs, better yet a Brummbar. Potentially you need to build a normal P4 for the mid game, which would put the game at the 30 min mark until you have everything together. On the positive side, you can create the build from a standard, unspecialized Ostheer one by just adding a Command P4 once the normal P4 dies.
"only" 9 shots equals to outsurviving allied heavy tanks and even the king tiger in terms of what you can sustain as punishment. actually, a veteran sturmtiger has only 40 more health points
1400 potential health for a tank is really strong + you also shield infantry with the aura + IT ALSO WORKS ON ALLIES. to top it off, hull down demounts instantly (letting you escape right away) and (I THINK) you get panzer tactician with it.
in team mode additionally you can reliably pull off this build, unless you are heavily losing (triple cap & both fuels lost.) axis teams simply need to get fuel caches and play the waiting game, and eventually overwhelm the allies with panther/arty spam |
Those players that blob and retreat in a constant cycle usually have good damage and kills. But they hold ZERO territory all game long. And usually cause their team mate to lose a lot of their army because the blobbing a-hole mass retreats leaving you to deal with the oncoming wall of sheeeeiiitttt.
This becomes very prominent mid-late game because those same asshats never make AT guns. And they are caught off guard when the enemy, who has had the fuel all game long, comes out with a fast tank. And you lose ALL of your team weapons when they run and hide like little girly men because they walked straight into the same MG for the 3rd or 4th time or saw the tank.
I always drop if my mate does that. Playing that out is a waste of your time.
COH3 seriously needs a way to ban people so you dont get stuck with these donkeys.
kills and damage matters because you cause casualties and therefore make the enemy waste resources
and additionally, if blobbing succeeds, it will cause damage and force retreats, causing them to take territory.
However, blobbing can also go bad, and then you have a different picture. High casualties, low kill counts, you simply get blown out of the water.
What i most often see is that blobbing works better with axis factions, while allied factions either don't know how to blob, or they hit a brick wall of MG-42s and light vehicles that bleed them to death. USF stands out as a faction that seems particularly blobby, but this inevitably does not work and it gets crushed either outright (MG-42, flak halftrack, counter blobbing), or outright (rocket artillery), and thus lose an insane amount of soldiers for little gain.
this is a 3v3 perspective, in 1v1s i do not consider blobbing to really be possible |
as axis 2v2, how you fight 2 soviets, one going with at penal and other with 7 man cons ppsh? to fast t34/85 mass?
you stop sucking and go x4 lmg grenadier to beat both enemies on a move |