Cavalry riflemen are a very good close quarters squad, but their dps beyond about 10 range is poor. Meanwhile Sturmpioneers have less damage below range 10 but can deal a lot more damage at farther ranges.
What you want to do is hold your ground so that the Cavalry riflemen take damage as they close in and that’ll compensate for Sturmpioneer’s lower near dps
No, he was the one with Cavalry riflemen, not the Sturmpios. If he wants to use those, he should probably play Ardennes Assault because that's where he'll have the most fun with them. |
I get much more reliable performance from SCAS both against me and for me. Just seems harder to dodge and less likely to collide with structures
Its also 40 munitions cheaper, not that that's a huge difference
They don't seem to process the same. The P47 seems like it lines up a path to hit with rockets and regularly misses if the targets move, while the SCAS hits anything in the circle. When I play USF, it doesn't seem too bad but as Soviet, it's sometimes difficult to get SU85's out of the circle, particularly if they were using focused sight. The P47 also seems like it collides with terrain a lot more than SCAS, but I haven't used SCAS in awhile due to liking other doctrines better. |
C'mon man you know team weapons are pretty much redundant in anything larger than a 2v2 past the 20 min mark once indirect fire spam starts, even then using a 60 range crew weapon that can be de-manned and turned against you to deal with 60 range tds that can fire on the move is not going to work unless there's a significant skill gap between you and your opponent.
Maybe now we're getting to the root of the problem? |
anoterh case of "i couldnt find countermeasures against a unit with no combat value so i immediately start a balance thread"
lol, funny but true
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Imo they should enable bulletin stacking again so you have one large bonus for yoru favourite unit. I'm aware that there were negative aspects about it but it is a chance to support your own playstyle and in the end more choices are good.
The way it is currently the only bulletins that have a reasonable effect are the vet ones and snare range (simple because it fucks up peoples estimation of the snare range).
Would I get my other two 5% Armor bulletins back for the OKW P4? |
I keep seeing this, but since both weapon drops are call-ins, the UI does not support putting them into one slot. And having access to both makes the commander very versatile because it allows to fully tech whatever tier (for LVs or the Pack Howie) is needed for the specific map or situation, while being able to airdrop the other tier's support weapon. Merging them into one ability that drops both would arguably be worse. So even if the commander needed anything (and I don't think it does), the weapon drops are not where the solution would be at.
Could it be made into a Pathfinder ability? It would be nice to have Pathfinders make beacons, call in weapon drops, and lay mines. I'm not sure what to do with the additional slot. Reserve armor, Easy 8's, or a Pershing would help greatly but don't go along with the rest of the theme.
Making pathfinders into bazooka experts (or whatever it is called) would be great also. |
You keep repeating this and yet you've never really offered anything resembling a concrete proposal on how to actually "make it useful", while considering its performance across multiple game modes, outside of "just put it into some meh commanders", again without any details on which ones and what it should replace then (and removing Panzer Authorization but that was specifically decided against already). Problem-centric attitude gets us nowhere. Come up with proper solutions instead.
Also in regards to the Hetzer frontally wiping an ATG; the trick is to attack ground the gun for 1-2 flame bursts and then back up and let the high DOT damage kill the crew or at least force it to retreat on low health, which is easy to achieve when the Hetzer is supported by some infantry. And hope that its 15 target size allows it to dodge a shell or two. I doubt it can reliably take on double ATGs though, but I wouldn't expect a 90 fuel vehicle to do so anyway.
On some maps, the Hetzer is already difficult to deal with. For example, the south part of Red Ball has enough site-blockers that you can't have 2 ATG's per lane, and a single ATG plus infantry can't deal with a Hetzer. I've played against a couple players who were top 50 in 4v4's that used Hetzers, normally backed up with 2 raketens so you couldn't use a Sherman or T34/76 against it. It's much harder to fight it if you've been behind in fuel and don't have a TD.
If I had any complaints about Feuerstorm, it would be that I would like to see the off-map arty reliably wipe howitzers. It should and right now doesn't seem very good for the cost. |
I would argue it's not a super good commander either. There's a difference between being grand offensive and being a fairly competitive pick, and airborne is not either right now.
To me, it seems like a slightly worse Recon Company in 2v2. It's worse in 3v3 or 4v4. I like the idea of having the weapon drops be Pathfinder abilities and adding in another ability. The P47 always goes from OP to terrible and back, depending on the patch, and most of the time it seems buggy like some people have claimed. I'd rather have a copy/paste of the Soviet IL2 bombing run. |
I am not sure if target priority for the scoped garand is low health entities. If you have 2 scoped garands, the chances of targetting a low health entity increases.
It would be interesting to see if this is missing. They don't seem to snipe units like JLI's. |
120mm seems useful more for the extra range against buildings than anything else. Being able to shell the building from that much more safety is always nice, gives you more flexibility in where you chose to set up to defend them too.
This is the only reason for ever getting them now. Still, in terms of pop cap, it's almost like getting a second standard mortar, 10 pop versus 6. |