So no-one care that in teamgames, on good half of the maps maxim even with its smaller ark is able to lock large chunks of the maps.
...
No, we don't. It's good only when used with an assault Ambulance, and even then it's only good for awhile. It costs about the same as the MG42 and the MG34 which are vastly superior. Saying that it is able to lock down "large chunks" of the map is an overstatement. It does cost too much and have too high of a pop cap for it's current performance. |
After weeks of not having a fun game in random 4v4's, I finally had one. This one was different because it had:
A good UKF player
No obnoxious pinging, toxicity, etc
A late game Allied victory, with random Allies beating a top 200 Axis team.
I got wrecked a bunch, didn't play particularly well, and probably set a record for most Jacksons lost and most models lost but it was still a lot of fun. There are some crazy tank battles. If you want to see some impressive collections of Axis armor, watch around the 55 minute mark when the Axis nearly run the allies off the field. There is a counterattack about 10 minutes later. You can see a Pathfinder getting credit for killing an Elefant. There are a lot of big swings and so it's fun to watch on 8x. There is around 880k damage. There would've been more but I didn't have the manpower to keep feeding them Jacksons..... |
...
Some of these things are just BAD LUCK. And I have horrendous luck. But some things could easily be fixed by those cucks at Relic.
1) Calc an estimated ELO for premades.
2) Dont play the same map twice in a row.
3) Adjust ELO based on current win rates for the factions and mode.
4) Dont play with the person who just crashed the last game.
5) Adjust ELO on faction performance per map.
...
Is it really luck when I play in a different timezone and have the same experience?
Suggestion #1 would be hugely beneficial to matchmaking. Games aren't fun even when you're on the premade that is playing against players with 12k rankings. It seems like that change would be beneficial.
Having ranked and unranked would help. People could mess around with off-meta builds in unranked matches. Players should have to beat an Expert computer in 1v1 in order to play ranked. I've had several games in the last week where someone didn't have enough games to even have a CELO ranking but were playing multiplayer.
As for #3, the only faction that really needs an adjustment is UKF. I think if you took the CELO of the average UKF player, doubled it, then added a 0 behind that, then it would reflect the skill level of a player of any other faction. |
[Don't know if this is Balance or Gameplay section]
Why are rear echelon so weak in combat, yet cost 200 MP?
I don't think that RE's have been changed since Relic nerfed them into oblivion back when Relic was doing the balancing. They might have needed a bit of a nerf but even that was debatable. There was one high-level player that was doing RE spam. It was a bit overblown since he probably wasn't beating anyone that he wouldn't have beat anyway. I remember the price got nerfed from 160 to 200 which is crazy. I don't remember what else was changed.
Many people keep bringing up the weapon upgrades. I don't usually find it to be worth the munitions, especially the bazooka. Maybe it's because I usually play 3's or 4's where the bleed from trying to use a RE with bazooka(s) is way too much. If I go Infantry, putting a M1919 on them and either putting them in a house or behind tank traps can be useful. |
When Urban Defense first came out, though, using zooked-up rangers with cover to cover was absolutely a blast. Most players didn't seem to realize the danger that they were in haha.
No argument there, but wasn't cover to cover nerfed because of that? |
.. then there's tiny details like USF needing to backtech to get AT guns which means minutes in the field of having a sherman vs P4 match up and the AT guns themselves being munitions reliant to pen the OKW P4 more often than not, ...
.. I believe USF's problem is riflemen weighting down the faction late game, I would probably change the curve to be a bit weaker early game but scale better as the game proceeds, this would help versus the OH match up.
... it's just not doable.
I realize that you were talking about 1v1's, but your comments are also true about 3v3 or 4v4. Rifles don't scale well enough into late game to make them worthwhile. They are too squishy, bleed too much, and don't do enough damage, whether it is with their rifles or the joke of a bazooka or grenade that they have. They need something like the Grenadier's damage reduction instead of RA or even better, a clone of mobilize reserves, with the 6th model costing one weapon slot.
Having to backtech for either the AT gun or a MG not only delays armor, it gives you an extra squad that you might not want. Also, the muni costs of the AT gun are too much. If you just have rifles to screen for the AT gun, a Brummbar can usually just drive up to it and decrew in two shots so it seems kind of pointless. It's better if you have Pathfinders screening for it, but still gets wiped easily by rocket arty.
|
Hi guys
I need help with my build for USF late game (3v3,4v4). Commanders with rangers.
When it comes to the late game I usually have:
AT team - 2x rangers with bazookas.
Support weapons, tanks and all the other shit ...
Anti Inf team - captain with upgrade + bar , usually vet rifleman from early game with 2x bars
But when I lose ALL my rifleman, what unit I should replace them with ? I like my captain, it gets fast + it has useful smoke, but I don't know if I should put another rangers to him and if so, should I upgrade them thomsons or 2x bars to be more align with the captain. Or I should just throw away captain and have 2x thompson rangers?
Thanks for the tips
Trying to use rangers as your AT in late game is just throwing a match. One ranger to keep them from diving AT guns or Jacksons is usually enough. Most teammates will get annoyed if they see you chasing tanks with Rangers. Having 1-2 rifles along with your ranger is good for snaring. If you lose all of your rifles, replace them with the officers first. They're always better than vanilla rifles. After that, RE's to cap and build green cover. Vet 0 rifles generally suck late game, and almost as bad of an idea as rangers for your AT. |
In terms of firepower, the IS2 is already really good. The problem is getting it to vet 3. If it should get any buffs, just reverting some of the last armor nerf would be enough.
The other problem with it is the commanders. Shock Rifle has too many AI abilities. Armored assault is back heavy and the loiter isn't good. Maybe replacing the loiter and incendiary with 152mm offmap or mark target and improving anti-tank gun ambush tactics (give a bonus to both penetration and damage) would make those commanders competitive. |
M-42 come with canister shot mode and in that mode it fire AI rounds as reduced range.
The current implementation has an issue where the when in canister shot mode the weapon will retain the engage vehicles mode and will not fire on soft targets.
Possible solutions:
make free engage the default mode for canister shot
remove the option for this mode
or
Since the mode is not that great replace with single AI shot.
As a QOL, toggling it to cannister should take off vehicle priority and toggling back to AP should resume vehicle priority.
That said, the unit is really bad. Canister shot doesn't do much damage or suppression so anything can walk right up to it and decrew it easily. It's too expensive for its current state. The pop cap is only 6, but even at 6 it will later prevent you from having another unit that actually does something.
If the unit is going to stay at it's current cost, it should get a little bit of suppression added to it. Maybe enough so that two rounds would suppress a unit. It would act a little bit like a MG. That would still give players about 4 seconds to react to keep from getting their units suppressed. It doesn't rotate very fast so would still be easy to flank. It would then be useful, but only with screening infantry. |
I truly believe is 2 must have special rounds that automatically used every two tree shots and when it fired and hit it would delete enemy tank turret it special animation during wich turret goes up split in two parts or more with loud boom sound killing all only ENEMY infantry within 2 screens including buildings
So kinda like a Sturmtiger?
PS - see my signature |