Hi, I've been experimenting with 4 RET--> vet rifle lately. The timing and MP works out almost perfectly so that the vet rifle comes out as soon as it can. The 4 RETs allow huge capping potential and theyre okay infantry in large groups or with BARs. A lone volks can be creamed by 3-4 RETs and they usually don't see it coming. I only build vet rifles and immediately tech to BARs and nades with extra MP, followed by CPT and fast stuart.
I suspect LT might be better though. The BAR/SMG plus fast M20 could be interesting.
The real value of the strat is that you can apply almost constant pressure on your opponent. The RETs reinforce so cheaply (16 MP IIRC) that as soon as they're back at the base, you just dump 48 MP and back in the fight!
Anyhow, is this a valid strat at higher levels of play?
I tried it in the last patch against a ~500 elo player and the RE's got stomped by Grenadiers on an open map. They couldn't close across open ground, don't do any damage at long range, and just caused a lot of mp bleed. Might work better on Kholodny or something like that. |
When it is a 222 scout car versus a M8 Greyhound.
In testing, a stock 222 beats a Greyhound every time. If you spend the 70 munitions to upgrade to armor skirts, the Greyhound barely beats the 222.
Adding to the imbalance, the Greyhound has 7 popcap versus 5 for the 222, so the cost differential grows by 3 per minute. It used to be somewhat okay back when canister shot was good, but now it does nothing, while still costing 50 munitions.
The standard sight on the armored cars is the same, but 30 munitions gives the 222 nearly double the sight range, so much it looks almost like a map hack.
This is only one of the problems with the Recon Company.
*forward observers are bugged
*IR pathfinders can drop arty at only about 1/2 of their sight range, so it can be difficult to use their arty without getting sighted.
*recon sweep costs 10 munitions more than a major's recon, while only having marginally better flexibility
*Airdropped Combat Group costs 900 mp, which makes it useless in a 1v1. Dropping the group with an AT gun isn't a plus if you want to use it strategically, as you will likely give your opponent an AT gun. While it sucks versus OKW or OST, it is not so bad against USF with their paper-thin armor. Also, having a paratrooper squad drop with bazooka's isn't really a plus.
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I've seen mine-demo charge combos, and mines 1-hitting a near death IS-2, but has anyone ever mined dropped weapons and/or behind or in front of abandoned tanks?
Also, does anyone ever actually dig in and hold the line using Infantry Company Riflemen Defenses and Fighting Position Spam? It sounds effective if you want to do a Sherman spam.
The mine-demo is pretty good.
I've never seen anyone successfully spam fighting positions. They're good for the first engagement (see Lemon's guide to USF), but suck after that. One of the problems is that AT weapons like PAK's do full damage, as if a machine gun nest is the same as a tank. In short, they have a life span of about 6 seconds starting when a PAK takes its first shot. They'd be much better if the hit size was tiny for direct fire weapons.
Also, any grenade thrown into a fighting position will wipe whatever squad is inside. |
The new USF mines are even worse than the old ones. 
They changed the icon, size, and cost but not the damage. It performs like the old 5 muni mine. |
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Ost should at least be able to make sandbags, but along those lines, RE's should also be able to lay mines.
Also, bunkers and fighting pits should have a really small target size so that AT guns and tanks don't destroy them nearly instantly. They should still take damage from HE attacks, but probably not as fast as they do (with Ost mortar taking about a minute to destroy pit), and flames should absolutely wreck them. Adding a token pop cap could discourage spamming them. |
No it doesnt. The kill radius of infantry for the ml-20 was almost halved. It was like 5.4 meters, now its 3.1 meters.
In comparison , the kill radius of the LEfh is 4 meters.
So even with 200 damage, ml-20 will still be less lethal againts infantry because of less fired sheels, less AOE, and slower rate of fire.
The ML-20 was one of the cases where Relic messed up.
ML 20 152 Artillery
We want to encourage the use of the ML20 which was previously underperforming.
Salvos increased from 4 to 8
Removed precision strike at veterancy 1
Veterancy 1 now increases the number of salvos of the ML 20 by 2 (10 Total)
It wasn't underperforming. It was rarely built because Relic made the poor decision to give a badly OP Close Air Support commander to everyone, which made on-field arty useless. I'd take the old one back in a second.
Reducing the explosion radius was a really poor decision. It used to be great blob control when you could build it. Now it isn't. With this group of strange buffs and nerfs, the Soviets have a unit that costs 600mp and doesn't do anything well. Buffing the damage back to 200 won't do much for it as long as the blast radius is so small.
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The reason why the Rackten requires camo is that it has 10 less range than all the other AT guns, and thus has a harder time without camo of getting the drop on enemy armor.
But the end result is that people use it as a invisible scout. I'd rather see the range put to 55 or 60 then free camo, or else make it even slower in camo mode. |
Other games have a voting feature where the rest of the players can vote to kick. |