this actually doesn't "need" a hotfix since it effects everyone mostly equally. it makes particular units more or less attractive but it doesn't explicitly favour one faction over another.
of course, it's still a core part of the game missing.
Actually it puts brits at a disadvantage because tommies and sappers get individual received accuracy bonus with vet if I understand the op right. Commandos only have offensive modifiers. So brits have not a single infantry squad that scales with vet (maybe the officer which comes with the glider?). |
Just remove enemy base targeting from Stuka Dive Bomb. I wonder why its still possible while other heavy damage abilities that are a lot more random can't target enemy base. Its relics fault that all units in base clump up in a very tiny space so they shouldn't allow a timed attack, that will abuse this ridiculous retreat mechanic. While an IL2 can't be timed exactly to bomb retreating squads when they are arriving at home because the time the plane needs to fly depends on the size of the map, a Stuka Dive Bomb always has the same time between calling and arriving.
In additon I personally find it boring that both abilities (Diving Stuka / IL2) counter even vet3 artillery stations to 100% and there is no a single way to give them a chance to survive. Just one click and dead. |
Mortar pit not counterable?
If you are Ostheer: Blame relic. Yeah this is a hard one, only reliable counter is the doctrinal mortar halftruck which is pretty strong with its flamerounds, but the normal mortars get eaten by the pits and bofors special ability.
If you are OKW: Blame yourself. This is easy. Build a FRP with healing, place double LEIG anywhere near it and shell the mortarpits (or bofors) constantly with the barrage ability. If he goes heavy on emplacements you could even go for a triple build, remember a ISG is cheaper than a mortarpit or bofors. Replace your units after shooting the barrage, concentrate fire on one emplacemnt with multiple units. If he uses brace shell him again once it wore off and he can't use it. If you really losing a crew completely inspite of refreshing you can just recrew it, every pit destroyed on the other side is a permant lost unit. I had once a game with four brits all going emplacemnt heavy style versus 3x OKW and 1x ostheer. We won playing the ISG style in the long-term. Don't build walking stukas, it is really, really bad versus emplacements. ISG is all you ever will need.
I hate it that it comes down to this scissor-stone-paper mechanism every game. |
Thinks are looking grim for us comrades of all nations, will this be the total defeat? It seems like huns, aliens and supersoldiers are just toying with us, we are so far behind its not even close. Can we live with that shame or is there a way to turn this around before the VPs run down? Don't know but maybe.
Don't know if I got it right, correct me if I don't. The officials said they will count the increase in automatches (only player vs player) beeing played in comparison to a standard week. So if this is really true the best way to play more games is to not play the big game modes and just play 1vs1 (and 2vs2) instead. 8 players playing a 4vs4 only play one automatch while the same amount of players in 1vs1 would play four games in the same time. Did I get this right?
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The call-in system is very confusing. I wish they would just streamline it some more. Can't have no-tech EZ-8s call in spam but STUG-E into Tiger is still alright for some reason. I wish they would just place all call-in tanks in the tech-tree.
+1 I personally think the call-in system is very unbalanced across the different game modes. While some call-ins give you opportunity to skip tech in 1vs1 they come way to late in 3vs3 and 4vs4 where ressource income is much higher. So while a M10 call-in comes in handy in a 1vs1 and allows skipping Major, it arrives after Panthers are on the field already in a 4vs4. This is only one example, its true for every other call-in unit too.
I would appreciate a change where all call-in units would be integrated in the tech mechanic. Most would be in T4 of course. |
1. trenches should be without cost
2. trenches should have a long build time
3. trenches should be captured by any faction if abandoned
4. trench itself should be near to invulnerable to direct fire |
Why are you retreating AT partisans?
And if you do, why are you not having them sit in cover, especially late game, and use their cloak to get the drop on more German armored units? You get a map hack.
Don't allow yourself to reinforce them, unless you really, really want a shrek squad. Use them as a one-off. A trade of 240 mp for a tank is always a trade up.
If you let them die near scripts they sometimes drop the shrek and you can start to equip script squads with them. If you are really interested you can burn them to death to try to get them to drop their weapons (flames or molotovs).
I think I'll try to play them more the style you suggested. Although having a few AT-Partsians at vet3 isn't that bad. -40% received accuracy makes them a little bit more durable, -20% reload and +40% accuracy buff wouldn't hurt you either. But especially squads downed to one man (population 2) should give you cheap sight. |
lol, talk about a shrek blob!!!! now you have the power of shrek blob without the survivability of volks. how much was pop again? wasn't it 12? or 8?
It's 8, but usually I have about 3 vet3 conscript squads with PPSH if I keep them alive through the game (playing Soviet Reserve Army) and nearly no popspace left for anything else but 2-3 units.
Although the survivability of partisans is pretty low, you destroy german tanks in seconds with so much shreks. So they don't take so much damage regarding tanks at least =) |
I recently had great success in 3vs3/4vs4 arranged teams with AT-Partisans, but it only works that good because of teamspeak and my mates bringing good AI and artillery units to the field. Both commanders with AT-Partisans are weak versus infantry and have no lategame options.
Usually I finish off a dozen of damaged tanks in a game because opponents do not shut off my partisans properly. Its halfway their fault and halfway the fact that the german shrek is incredible potent versus armour (even the heaviest of german tanks).
One problem I usually encounter: In a 3vs3/4vs4 that takes about 40 minutes or more I end up with 7+ squads of AT-partisans, all leveled to vet2/vet3 because there are so much opportunities to call in a squad to kill a tank. I would like to see a dismiss button that refunds you around 2/3 of their price if they are at 4 man. It feels like blobbing them but it happens automatically if you don't loose them (at least you can mine a whole area in no time having so much squads). |
Since the possibility of building howitzers in your base got removed no off-map attack should fire at base sector anymore. The reason is simple: All units are clumping up in a tiny place when you are retreating them. This makes you very vulnerable losing a big part of your army to one offmap attack if you are unlucky and not constantly monitoring troops that retreated to your base. I don't like this mechanic. Especially the stuka dive bomb excels at killing troops that retreated to your base if you are not aware of it.
If they would change it Forward Retreat points would have one big drawback at least, because beeing at a FRP your troops could be targeted by offmap while they would be save in your base. I would like this trade off, risk vs reward.
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