I think the tier is fine. LT as a unit really sucks(I already have enough riflemen ok lelic, christ), but the m20 is good, .50cal a must have and the stuart isn't what it used to be but it gets too much hate on the forums IMO. It will kill any axis LV except for the Puma but thats typical.
The Stuart seems expensive for what you get. The AI isn't great, especially against units in cover. The sight is only 35, not like the Puma's 50. Sure, the AT is good enough for a Luchs or flamer HT, but that still isn't a compelling reason to buy it. More people would use it if it was "good" at something, but it isn't.
Here are the notes from the last major change to the Stuart:
Stuart
We felt that the Stuart was over-performing in its role as an anti-infantry unit and as a strong light vehicle counter. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Thus, we have made the following changes to solidify its role as primarily an anti-light vehicle unit.
Manpower cost increased from 240 to 270
Main gun damage vs infantry set to -25%
Main gun penetration increased from 65/50/45 to 75/60/55
MG Accuracy from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial)
MG Incremental accuracy from 1.04 to 1 (Hull & Coaxial).
Stun rounds only disables weapons and sight. Does not affect movement.
Veterancy requirements reduced from 1170/2340/4680 to 870/1740/3480
Instead of giving it just one or two nerfs, they gave it five. Changing the vet requirements is a joke when they nerfed everthing else about it. |
How many riflesquad do you build? vs OKW I'll build 3 of them + 1 officer, vs Ostheer 2 of them + 1 officer on a regular build without callins infantry to transition the faster possible into early hmg or m20.
Riflemen are cost inefficient early game because they can't carry the early game with even more cost inefficient Rear Echelon. They don't trade efficiently vs volks at any range (even if they win) and are bullied by Sturm on a level that let you think the price difference cannot really be 20 manpower. Vs Ostheer they get simply outspamed by Gren with a super early HMG in support (who don't build 4gren + 1 hmg early game?) and its even more pathetic when Assgren are called.
Every game I watch on 1vs1 is about the USF player trying to avoid the maximum to build riflemen. I can recall a recent game seen on VonIvan channel where he had 3 riflesquads hold by 1 Sturm squad...
Know I agree the things are changing once you can equip some BARs on them but before reaching that state, there are too much opportunities for your opponent to end you quickly.
Even just building two rifles, I often end up with 5-6 infantry squads, plus a RE, which is generally two more than I want. I'd gladly give up the "free" squads to get the free side tech that OST and OKW get, plus making both the AT gun and MG available if either Captain or Lt is purchased.
RE's were overnerfed because they became too cost efficient late game when equipped with upgrades like 1919's. They're the same price as Pioneers but don't trade well with them at any range, nor are they even close to 2/3 of a SturmPio squad. |
I think it would be a good idea to have a choice between AP shells and HE shells for some tanks on other factions also.
Like AT dedicated tanks should have also the ability to have HE shells which provides good infantry support but at the cost of it taking 5 seconds, similar to what Shermans have.
Tanks such as STG, SU85, Jackson, Firefly etc.
Maybe even for other mediums also.
Or even possibly for all tanks since it would increase diversity and gameplay. Not only that but also to create a window of opportunity to take someones tank by surprise when the enemy is equipped with HE shells. Thus making it a more sophisticated gameplay.
Tough for Heavier tanks, it is safe to say that increasing their time to reload the HE shell by an extra 2 seconds would be interesting. Creates a bigger gap of opportunity of being vulnerable and gives in contrast more significant impact in AI engagements!
So, what do you guys think?
I'm not sure if you're being sincere or making a clever troll thread. In the last patch, they did try a HE bombardment for the M10. It was liked so little that it was removed. At most, some of the TD's could get a pintle like the Stug has, but I don't think even that is necessary. |
Because rifleman is so cost-ineffective unit
Soviet and UKF have cost-effrctive long range unit but USF dont have it
And USF have few commander choice
Without priest and m1919, USF is just trash in team game
Mostly this. Riflemen were nerfed in a couple of balance patches and USF hasn't been the same since.
I think it was the December Balance Patch that stuck a fork in this pig:
USF Riflemen now lose access to smoke grenades. This change will ensure that players continue fostering a mixed-squad army well into the late-game, and will also reward players more for using USF's elite infantry.
It must have been someone's attempt at humor after screwing USF over. There were no buff's to any of USF's "elite infantry", and nerfs for several USF crutch units like the HE Sherman and 50 cal.
The RA for most USF infantry seems too high for the price, maybe too high even regardless of price. Pairing up glass cannon tanks with glass infantry is a bad combination.
|
All I need to see is a rework of the hull down ability.
Make it that the tanks can hulldown themselves and immediately move out of it with a right click. (I have used it so little I dont even know whether they already can move out of it but I remember an annoying delay).
It would be better if they made it more accurate, so instead of a inane range buff, reduce the target size which was the actual effect of hull down. If you made the target size 1/3 of normal, it would make it more interesting. Also, vehicles like Stug's and Brummbar's shouldn't be able to go hull down, or have a much lower target size reduction, as the main weapon is in the hull. |
Rifle Company shouldn't get callin infantry. Its a doctrine about RIFLEMEN after all.
Give it Riflemen field defenses, reduce the flare and fire up prices by 5 munitions each and call it a day. Literally just making the abilities cheaper would fix this commander. The debuff on Fire Up is so fucking bad theres no way it should be 15 munitions, and the rifleman flares should be priced equally to the panzerfusilier ones.
If someone seriously implements actually removing or replacing these abilities with more non-riflemen garbage ill be bloody pissed. Doesn't need elite infantry or more tanks or whatnot. Even carbine upgrade sounds iffy. I wouldnt mine replacing the RE flamethrower with Riflemen molotovs though; right now Urban Assault Company is a far better boost to RM effectiveness than so-called "Rifle Company". Ditch the RE rifle nades though.
While giving it Riflemen field defenses, but lay the mines down in a reasonable period of time. They're so slow that they're almost worthless. Let the riflemen build tank traps also.
Fire up shouldn't have a debuff. None of the axis one's do, IIRC.
The only other thing I would add is an off-map arty that is the same as the old Mechanized one. This would help them greatly in larger team games while keeping the actual theme about rifles. Maybe make this call-in tied to the rifles, similar to Pathfinder arty.
One other possible upgrade would be to give it the option of the equivalent of the G43 upgrade, maybe even with aimed shot that could snipe one model - even if the aimed shot ability cost muni's.
|
Recrewing models keep the stats of their old unit, namely:
- target size;
- weapon;
- armor (Shocks);
- sight range.
However also note that they keep the reinforcement cost. So a team weapon recrewed by elite infantry will be very expensive to reinforce.
I think the units that are more than 1 pop cap per model also keep that extra pop cap, so I wouldn't recrew a MG34/raketen with Obers. |
Even if the guy was any good, we would have lost because I was so confused/bewildered I could not play The only valid thing I could think of was he knew the enemies and wanted them to win???
Happens to me regularly when I see odd stuff.
I've been playing mostly OKW in randoms for the last week. One match on Elst, my teammate who was also OKW built all of his trucks on the very left edge of the map by the fuel. I wonder if he thought I was good enough to contest the rest of the map and be there when the other team goes after his trucks.
My favorite OKW teammate truck placement happened a couple of matches later. We load into a match where the other team has howitzer commanders and bulletins. My teammate builds all of his trucks just outside the base on the retreat path from the center VP. What could possibly go wrong? |
I'd just give the option to the Calliope to be able to switch to it's main gun to be honest, like in the All Units mod and the KV-8 in vanilla to make it more worthwhile cause I still don't see it as often as the Priest.
But yeah, I don't think the Land Mattress or the Calliope should be in the base package of the Allied Armies, I have no idea why the OKW, Ost and Sovs also have them either, should all be doctrinal in my opinion.
That makes me wonder why the Wehrmacht in CoH also had the Nebelwerfer and walking Stuka again, they were basically the only ones with non-doc rocket artillery.
Seems like this would be a pretty good buff, but should come with long cooldown when switching, and possibly a price increase. I don't know if it's needed. At a minimum, it should have use of its MG's. |
I play USF more often than any other faction and would put the need for additional arty options at the very last of my wishlist. Power creep has made rifles not trade well against anything in the early to mid game. USF doesn't have a good counter to a sniper before it gets enough fuel to unlock the M20, and even then it is more of a soft counter than a hard counter. I'd really like the start of the game more balance, particularly against OKW (which seems a worse matchup than OST at the start), and then a more accessible sniper counter.
When I play either OST or OKW, if the game goes long, it already feels like a shitstorm of arty and isn't fun. Adding additional arty won't help. |