It's still okay against ass gren builds. I still get the M20 occasionally. The biggest negative is that it gets destroyed easily by the 222 that comes at about the same time, and costs less if you factor in the side tech and armor skirts. I build them mostly to put mines on the flanks.
the only sandbags i see a problem with are the ones built next to a flag. the micro for that is so annoying and it adds no real gameplay value. suggest a dead zone around the flag pole
Better yet, remove the flag poles. They don't really serve a purpose besides occasionally making one of my turretless-TD's waddle long enough to die to an AT gun.
I tried it a few days ago and had the same experience, but don't really think the Katy needs any buffs. It's already my favorite rocket arty. The PWerfer has to move closer to get any chance to wipe anything, which makes it a lot more vulnerable. The Walking Stuka is too good against Soviets but usually not good enough against USF. The calliope has the same problem as the PWerfer, meaning it has to be close to be effective but it has a ton more armor and hit points.
If there is any rocket arty that needs a buff, it is the land mattress. If the balance team was going to change (not necessarily buff) one, I'd vote for the Walking stuka - give it a lot smaller wipe radius but a larger AOE with suppression (maybe 20 seconds).
nope. Its really common these days to spam indirect fire option as allie teamplayers.
you will mostly 2-4 katjuschas/ caliope
2-5 arty (priest/sexton/etc)
and many many offmap ability
a premade team will every time choose commanders which have enough indirect fire.
Usually when I see an imbalance in the types of units, it is this. It's extremely annoying, as the game often goes about 30-40 minutes until the Axis team gets a critical mass of tanks. Then they roll all the way to your base. While they're busy pushing to your base, your teammate is busy trying to hid all their Sextons, Priest, Katy's.
I disagree with all of the claims that it is a meme unit and nobody in the top 200 uses it. I don't see it often on maps like Red Ball but it gets used in city maps, where it is already really difficult to kill.
It is a somewhat ok counter for sniper play, but I agree with the sentiment that it's only a 5 minute unit, and the fuel would be best spent elsewhere.
Many other units have been given upgrades to make them more useful if they survive to the late game. This one hasn't. It would be interesting to see something like a medic or ambulance upgrade for it that gets unlocked at T4.
Rifles feel like they are in a very good position right now. They are basically near-elite infantry available at the start of the game. Cost adjusted to the value that they bring.
MP bleed only exists if you spam Riflemen and fight without cover.
I still think if anything needs adjusted is doctrinal armour for USF. That and a 'nerfed' Pershing should be made available to all USF players similar to King Tiger.
+1 - Pershing should be available only after researching both side techs or possibly a side tech of major. This would help USF in large team games without affecting 1v1's.
I played a lot of games as OST last weekend (my friends wanted to play Axis, specifically OKW). I never once had the thought "Wow, those Rifles really need a buff". If they were stronger, early game as Ost would suck.
What Aero said. Ass Grens into PGrens mean they have no snares so M20, Vickers UC (spam the suppress ability), and Flamer clown car wreck these strategies. Doctrinally the USF Jeep and M5 meatchopper also help out (M5 meatchoppers also forces off 222s and Flamer HTs if they go that route)
OP plays mostly USF -
The M20 loves Ass Gren spam, as it can chase them off just fine, and sometimes dive in behind the MG42 and decrew it. Skip 50 cals, as they're easy to flank. Play a little bit conservatively with rifles, as spreading them out means you'll lose a lot of 1v1 battles. Get BAR's as soon as possible. Ass Grens into PGrens leaves them with no snare, so forcing off the PGrens leaves them really vulnerable. As USF, I'd much rather face this than somebody who has good sniper micro.
Except that it does have excellent anti-infantry. It reliably hits enemy squads for ~40% health every 1-2 shots, more when they are clumped, which is significantly better than the Panzer IV because it forces off squads faster and generally has a better chance to wipe squads. Spearhead gives even better AI because the hull gun will suppress. Add to that the highest AT DPM in the game (on paper even more than a vet 3 SU-85), a huge chunk of hitpoints and good frontal armor and great synergy with the Panzer Commander and HEAT Shells abilities.
The only real downsides of the Tiger II are that it's slow and that it's expensive and that its veterancy is still a bit of a mess, which means it's only good for dominating one part of the map and that it's hard to properly support it. But it is excellent at holding one portion of the map which makes it a good unit in teamgames. Combined with an Elefant or with a Jagdpanzer IV or two in support it becomes really tough to beat.
I forgot to put in vetoes and ended up playing against a KT in the city on Vielsalm. It pretty well stalemated me in the city. Even when you can get a T34 behind it, you'll still lose the T34 without coming close to killing it. I lost about 60 infantry models and a couple of T34's to it. It seems pretty good with a lot of shot blockers. I'd take a lot of it's health and then it would just retreat. The other player was able to use it in the city just fine, but I couldn't really push in very far with my ISU and SU85.
It doesn't one shot squads, but it does enough damage that a good hit on a squad combined with Obers (or volks/isg/etc) will sometimes wipe.
I'm guessing that people want it buffed so it would be a good choice in the wide open part of the map also. That would be pretty game-breaking.