The LefH gets a range upgrade too at vet 2/3 I believe. It should easily get this from pounding away at emplacements. So don't build them too far forward in danger of being spotted by tanks/counter barrage/off maps.
LefH vets fast when shooting at emplacements. It also takes them down fast if you can fire from around half range. Counter barrage can be a problem, especially on small maps like Crossing or Faymonville. |
Which ones get you the most bang for your buck? There are lots to choose from and would you choose differently depending on on the HMG in question?
List of HMG Bulletins that come to mind.
1. Accuracy +3%
2. Reload +10% Faster
3. Fires 4% Faster
4. Exp Gain +10%
5. Suppression +5%
Accuracy gives +3 damage, veterancy, etc, etc. Rate of fire is almost as good. When playing Soviet, I use both accuracy and rate. Suppression isn't as helpful because people retreat a little faster and take less damage. |
A better question is why the ISG has such high accuracy at max range.
The last time I tested the ISG was not long after UKF was released. At that time, the scatter circle of the ISG did not get larger with range. I don't know if it was a bug or "working as intended" but it turned the ISG into a long range sniper, which would sometimes countersnipe UKF snipers. In either case, it should have been "working as intended" given the BS that was the Crocodile and Centaur at the time.
The pack howie is still really good, and would be too good if it auto-attacked at full range. I agree with Doth that it shouldn't be so fragile, but think that applies to the 57mm as well (which is also good when vetted up). |
Smoke + Goliath?
Depends on the map size. Large maps like Steppes make it easy to shell sim city from outside counter battery range, so even LeIG's will work. Small 2v2 maps are more difficult, so mortar HT, JT, Ele. Walking stuka doesn't do enough damage to be effective, nor does panzerwerfer. AT guns risk getting decrewed if mortar pit fires on it. |
I have not tested it, but counter barrage probably only actually works when the opponent actually uses a barrage ability. At least this is the case with the Ostheer Counter Barrage ability. Therefore, ordering your LEIGs to attack ground on enemy emplacements should still work.
I'll test it sometime. In the meantime, the Motar HT still wrecks Sim City (attack ground + flame barrage). Also, most of their popcap is invested in keeping Sim City alive. Also, I haven't tried 105mm since before the commander, but it was pretty good against old Sim City due to large target size.
I made a Sim City last night. It worked great until they got a JT out, then it was garden pudding. Elefant probably would've done the same. |
We must be playing different versions of the game. I tried this ten times in game and also in cheat mode. Only once did the second barrage fail at max range to destroy the schwerer panzer hq (flak hq). That one time it was left with a slither of health. Did you remember to change the faction of the structure in cheat mode?
The rest of us have the same version of the game as Pugzii. It's very meh unless someone is blobbing hard. Flamer engies on this doctrine are nice for maps with lots of buildings. |
Hi all!
What is your go to plan if u are falling behind on the battlefield? U have been pushed back, the enemy has the majority of the map, possibly they even have superior forces. Do u have a unit u find helps u back into the game? Or a commander ability? What do u do to win that glorious come back?
I could post replays of comebacks, the most extreme being one where I was down 19 to 484 and won with 19, but you'd be much better off going to the guide section and reading Hector's guide to USF armor company. It can be adapted to any other commander. You'd also be better off not getting behind because you're not going to be able to call in a KT or Tiger Ace.
If you do get behind, I'd suggest the following:
Don't replace rifles with rifles if you lose one - even with the cost nerf it's better to get a RE late game.
Pack howies are still your friend - no fuel cost and long range make for an efficient bleed.
Always have Armor Company available, and wait until 2 cp's to pick a commander. If you end up playing from behind, you can get 2 M10's for about the same fuel cost as a Major.
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Its the same issue. NO ETA on this one.
Would another replay help? It doesn't look like it has anything to do with the tank. The mine went off when it wasn't under the tank. In the top picture, you can see the mines still.
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[url= ][img=" http://i65.tinypic.com/15q3tia.jpg" alt=""]
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Hello guys, I have been playing a lot of 1v1 usf recently, more specifically with the Lieutenant tier, and would like to discuss the timing of the tier as a whole.
Vs. Ostheer, lt tier is almost a necessity to counter the sniper, however the 222 comes very shortly afterwards, and will hard counter the m20 (and lt tier) with its 320 hp buff due to the lack of any true AT in the tier. As a result, it is very hard to get a good flank in to kill the sniper.
OKW on the other hand, counter lt tier even harder, since they can get 1-2 shrecks out by the time the m20 arrives, as well as a very hard counter in the form of the luchs.
I would like to see either one of or both of these changes:
Reduce the build time of the m20. The LT already takes a very long time to build, and the build time of the m20 limits it's impact on the field quite heavily. Ostheer has fausts, and can already softcounter the m20 regardless of t2 being up. This will give USF a little larger of a window to make a play and kill the sniper.
Increase the penetration of the .50 to make it a True soft light vehicle counter. I would like to see the .50 have ~15 pen, so that it can give lt tier a little bit of a defense against enemy vehicles, as well as increase the utility of the .50.
What do you guys think?
I think the people who micro their sniper well are still going to do well with it. I rarely kill one from a good player without having to sacrifice the M20 to do it, which isn't a good trade. Bringing the M20 out earlier probably won't help, and creates the situation where a well-micro'd M20 might roll the Ost player off the map.
It would be nice if Relic changed the tiers so that USF vs OKW didn't have to go 4 rifles into Captain every time. Maybe some of the elite players can go LT when they're playing someone less skilled, but for us mere mortals it ends up being the same boring meta time after time.
Ost has it's own problems. The four-man grenadier squad is lousy. They die way too easily to HE sherman rounds, IS2, etc, etc. I started playing OST in 1v1's and got so annoyed with the random wipes that I finally bought Prostruppen, which felt like P2win at its finest. |
Even the USF at gun could be better, even devm says the units not worth it typically
The USF AT gun would be much better if it just gave green cover to the crew and wasn't so prone to being wiped. Would be nice if the AP rounds were a little less expensive. I've had one do 20k damage in a 1v1 before, but in a 4v4 the stupid amounts of indirect make them worthless. |