What dedication! I'm super impressed. Will try this out ASAP.
Edit: I don't know if this thread is for wishes as well, but I would love for RE to have flamethrowers, maby remove them and the small at mines on combat engies instead and replace it with the m20 mine?
Don't know if this will make US stock to strong not needing doc's.
Reason is, in the early game US has nothing vs garrisoned buildings (only nades which delay tech), which IMO are so strong in maps in the early game. I understand they have mortars now though. |
Sniper is beyond useless and the MG42 is a gamble on many maps due to fragility. Rifles out preform grens at all ranges except max, and a rifle blob can easily kill an MG42 before being suppressed.
Not saying USF is the model of choice, but the units it's forced to use out preform the Ostheer ones.
I understand that grens can't 1 vs1 1 rifle, but what about 4 rifles (blob) vs 2 grens + 1 hmg and a mortar, I recon with the same amount of micro the Werh would win.
4 rifles = 1120 vs 960 mp. I even dare say the US would probably bleed more in that situation.
Even 4 rifles vs 2 grens + 1 sniper is a close match.
I completely agree with your map argument, though you have certain docs that can help you with certain maps.
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Ostheer has very, very little early game options compared to USF actually, in the sense you can either make units to win the game or just sit in your base and wait 5 minutes to surrender.
Can you please eleborate, the U.S. can only make RE, rifles, LT and captain which IMO are almost all the same role except RE. Werh got 4 units in t1, which you can acces to instantly with 4 units wich have a clear thought out role. |
Perhaps giving a higher fuel cost to LT delaying m20. And making the repair engine ability more expensive, it doesn't feel rewarding fausting it if it can just repair engine for 10 muni(?10 muni right).
Maby removing bars in base and thompsons on paratroopers and adding Rangers in major. You'll have a squad for long range (para), short range(Rangers) and mid range(rifles) Would force rifles to be more supportive with smoke and at nades and force you to not building that many at the beginning. It'll mean weaker early game but giving us stronger game overall. Giving it more options.
Might give werh more time to fight US. Though IMO Werh has so much more options early game. Why does everyone playing axis wants to be able to win early game. If you have 2 equal skilled players the early game will be better for allies and late game for axis. Finally ending in a close 0 vp win.
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This is a nice thread, nice idea. I wonder how much value the different factions have when each one has a maxed out pop army.
IMO I think US suffers the most from this, the MP bleed is real when you play them. |
Oh right and another thing that blobbers do, they tend to retreat the whole blob at once when they get targeted by howitzers or mortars which again is a huge mistake. When you got arty on the field you can just target the place were they reinforce. This count for ally blobs as well, OKW got it even better with stuka hitting retreat paths. Blobbing only works at the beginning without heavy weaponry, blobbing doesn't pay in the end. Spread out and flank more... |
I agree 1 shot wipes are annoying but they can be countered.
Stuka can wipe static arty, mortars and pack howitzer etc. What's more a mortar almost never one shots a squad when it's full health, when it does get a hit you need to move your Squad. Pack howitzer for OKW can even scare off mortars etc cause of superior range.
Against mobile howie from US use a jagdpanzer, hell the thing even counters jacksons if positioned right. It has longer range then the howitzer.
To many times I see OKW try to skip all vehicles except a luch and stall for a KT. You can't just win with spamming and blobbing infantry. Relic needs to do something against the mass inf that players use like nerfing the pak forcing werh to build medium tanks.
Against priest you need to remember it cost a lot of MP, not to mention it's heavy pop cost, sacrificing AI or AT tanks in the process.
B4 I understand as well, but allies again sacrifice a lot of recourses and pop. |
He is using the fire rate bulletins. Which everyone already knows affect suppression.
I do not see any issue in the replay, apart from the usual green cover being fairly unreliable at anti-suppression.
Right, thanks for the correction.
I agree with the green cover, though IMO it's a little to hard to flank with it.
It takes like a full burst of a HMG 42 to suppress, with the bullitins it's instantly suppressing units in neutral ground or yellow cover, making it a little to hard to scout and flank.
It kinda nullifies green cover softly, that's the biggest problem I have with it. |
Well, this might be better for bug section then, cause it totally does.
Please have a look at the replay. |
Hey guys,
You can stack accu bonus for HMG 42, if you stack 3 of those it's a huge buff.
Might be not intended, HMG supresses instantly, while in green cover it supresses after 2-3 bursts.
It gives you not enough time to run to green cover, I've got a replay for research lol.
IMO it needs to be taken a look at, it's a little bit to strong at the moment. Perhaps make it so you can't stack them.
Thank you.
http://www.coh2.org/replay/28638/bullitin-stack |