This is the unit I personally feel needs rebalancing the most:
- Almost impossible to kill unlike other mobile arty like Stukas or katushas cause...well..its a TANK.
- Therefore heavily promotes defensive camping playstyle where u just bleed out your opponents manpower by constant barraging.
- Very low popcap for this unit makes it quite spammable.
- Does massive damage per rocket.
- Shoot a massive amount of rockets.
- Kills units/squads on retreat like flies. Defensive bonuses when on retreat seem almost completely negated. It's really not uncommon for me to lose 2 squads instantly to a barrage when I'm just a fraction of a second too late with my retreat, very much unlike other arty barrages in the game.
All in all in it's current form I personally find this unit to be nothing but OP cheese. It promotes a playstyle that I heavily dislike (campy, non mobile, non flanking).
A bit of a disclaimer here is that my experience mostly comes from a lot of 2v2's. Not really sure how this unit works out in 1v1, but in 2v2 I think it's as close to broken as they get personally.
From now on I propose a namechange for this unit to: CalliOP.
No, not really. As USF, you can't decrew the Calliope which really limits how many you can put on the field and still maintain map presence. They cost a lot of fuel so each one costs you slightly more than one Jackson.
It's mostly good when used like a Sturmtiger. They're not very good when used at long range, and best used when barraging from close range.
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Perphaps I wasn't clear enought.
Are each of ostheer unit pop cap value the same as their allied conterparts ?
The question that you asked wasn't a good one. I haven't seen any complaints about specific Ost units having too high of a pop cap. Making a post that you're worried about max pop gives people the impression that you're playing 4v4's and relying on teammates. Also, 100 pop of Ost should be a formidable army so you probably have some other problem, in which case a replay would help. |
I just wanted to see the opinions on the Sherman. Personally, I like the Sherman a lot as it is incredibly versatile and fits the USF army of versatile units very well.
I play mostly USF and think that they're okay. If I had any complaints, it would be about the bulldozer Sherman, the greyhound from Recon, and the M8 Scott. Sometimes I get a lot of kills with the bulldozer Sherman, but most of the time it doesn't justify its fuel price. The M8 is just too squishy, and the greyhound was nerfed into oblivion. The utility car costs 320 mp and 20 fuel, and gets completely rekt by a 222 that costs 2/3's as much. |
A car pushing infantry out of cover is unrealistic only becouse it doesn't kill, or at least harm, infantry in question Pushing is kind of compromise between realistic behaviour and common sense. I mean it would be stupid if cars crushed infantry like tanks do, right? What would be the point to buy tanks then. So they only push infantry.
Um, no. The Kubelwagen was made of thin gauge sheet metal. Neither it nor its occupants would have survived driving across an open field against a squad of infantry. The game treats it like an armored car, which it wasn't. In terms of gameplay, it is a lot more annoying than tank crushing. It somewhat forces USF players to start games by occupying houses, which is only marginally more fun than playing UKF and building emplacements. |
So what next?
I have few ideas:
1. Let's remove shooting through obsctales for AVRE and ST becasue they can wipe whole army and it's unacceptable to kill my blob!
2. Let's increase nades' tamiers at 5secs so even scrubs can dodge it!
3. No more bounces! Bouncing provides unfair advantage to highy armored vehicles!
etc...
etc..
etc.
Yes, let's make the game more boring by taking away cool stuff.
Crushing is not some miracle strat. It punished blobbers, but agasint decent opponent it is risky.
It'a micro vs micro tactic. Better player will win it.
Maybe we should remove all micro tactics from the game?
If crushing is bad, then Relic should completely remove the Kubels ability to push around infantry. Crushing was real (though maybe not so much with open-topped vehicles like M10's). An unarmored Kubel pushing a squad of infantry out of cover is completely unrealistic and retarded. It nullifies good positioning. Somehow, that is okay but punishing a-moving blobbers isn't. |
and your enemy was like...
I've played with TheWalt when he's done that. I didn't watch the replay but think I know how it went. You played too passively and let it turn into a war of attrition. He has no suppression so infantry can run rampant (unless Rocket had bofors nearby), his starting infantry is mostly RE's that upgrade to bazookas so you should've been able to take advantage of that. |
As long as some sort of nerf happens to the mortar pit, it should be good. Ost already has a hard time versus emplacements, especially on 2v2s where ignoring them isn't an option, having OKW in the same boat would be pretty brutal.
Watch the Propagandacast by Imperial Dane with Dusty in a 2v2 vs two UKF. Dusty's team took out five mortar pits and was doing fine until the other side abandoned emplacements. |
If you have played Vs at least 2 leigs you will know the frustration of its range and accuracy. Play brits and nothing you have can outrange, match the range or even get close to, it making it, in that matchup, overpowered.
"Just chatting pish" I hear you cry, well, that's your opinion but hear me out. If you play Brits and use the OP cancer regiment (advanced emplacement), switch on counter barrage and that will fire on LEIGs every time they shoot. Now, play the game as you would and see just how different the game becomes with emplacements actually being useful against OKW and not free EXP for LEIGs.
"But that would make emplacements OP!" It would make them harder to take down, yeah, effort would be required (shock horror) but with a variety of grenades, AT units/weapons and artillery it's not any harder than it is for OST.
I had an epic losing streak as brits, I just couldn't beat OKW, dropped for top 100 to 300+ now I simply use cancer regiment just for the counter barrage and the game feels decent again, my bofors can defend a point properly and my mortars can protect my units without, as I said, them just being free EXP.
Don't get me wrong I know that each unit needs a counter but each of the counter units should also, have a counter. A LEIG next to the Panzer HQ takes real effort to take down with no hard counter other than a lot of planning and tactics.
Don't forget Brits have no other indirect fire other than the mortar pit (LM if you have the commander of course), it's immobile, sure, it has more HP than most mortars and doesn't cause bleed, but it can't be moved!
TL/DR
In short LEIG needs a range decrease to bring it in line with mortars, do what you want to the mortar pit, reduce its damage, increase its scatter, increase its load time, same for bofors, but please, for my health, fix the LEIGs range.
Obviously people will disagree with me here but at least, please, put up a proper argument if that's the case
The leig is useless vs counterbattery on small maps, yet snipes UKF snipers roughly 10% of the time. If no counterbattery, it shuts down emplacements. It would be better if it didn't go from OP to worthless. |
Recently, the past month or so I've been getting REALLY bad freezes in game, often lasting upwards of 10 seconds.
I hadn't had this problem before, nor have I done anything different to the settings to warrant this change. Any fixes or is it a common problem?
I've been having the same problem for the last month or two. I don't know what the problem is, but am experimenting with QoS on my router to see if it helps.
PS - I have Comcast. It's craptactic |
ps - on urban maps, are you talking Thompsons on vehicle crews, paras, or rangers? |