Hmgs are annoying and they force me to changue my tactics = nerf them so i dont have to worry about them
Like which one, Maxims are still powerful and potent whatever tactics you use. I mean as Ostheer you aether try to flank and kill maxim eary on or you rely heavy on snipers\mortars. In fist situation you are not allowed to make any mistakes and in second situation soviet player can out-cap or overwhelm you pretty easy.
As OKW its only flanking and flanking, without a single mistake, until fist tech. You probably would like to go for Stuka.
The problem with maxims is that they 1) A-moving HMG 2) It creates really bad snowball effect. |
Lol sure thing. Apparently you didn't look at my 70%+ win rates on OKW and OST. People generally don't care about 4v4 rankings but I'm 27 on OKW. Need I say more? You obviously don't do your research and just want to rant when you can't win.
3v3 and 4v4 are Axis gamemodes because they are much more forgiving and you can rely on teammates on most of the map. Try to play 2v2 as Ost or OKW, its such pain. |
Oh please, before spitting utter bullshit like this at least check some stats first.
SINGLE grenadier model does same DPS then 5 crew men.
If you're losing squads to that, then perhaps you shouldn't flank with squads that have 20 HP left in total.
Play game please, this situation is not common of course but happens quite often (especially with Ost units). Sometimes while 4-5 of weapon crew members can hit model and kill it. DPS based on accuracy mostly because weapon crews use same mosin as conscripts.
OR here is another idea, if you reinforce your support weapon with conscripts or pick up weapon with conscripts, your whole 6 men crew will be conscripts, with conscripts damage.
So before using your "on paper" arguments go and play game, please.
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Mortar emplacement after at first 3-4 mins in 2v2,3v3 games ...
LMG + Flames on 5 men close range inf
Mobile katy in first 7 mins (also its not emplacement)
Insta commandos to wipe and lay demo
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The problem is that these units also have guns. So for excample if you flanked x2 maxims with damaged squad, its a huge change to lose few ones to them.
I would rather say, that maxim should be cheapor (like 225-230MP) or have like M2 fire arch, but be 4 men crew.
Mortars could stay as they are, but 120mm mortar should be much more venerable to counter-fire, since it has 6 (!) men crew right now, because it can operate with 1 model.
ZiS ... I dont know, its not good as PaK or British AT gun, but at the same time its really hard to kill the crew. |
Main problem is that this AEC is decent against inf now, and with 50 range, its allow you to pretty much shoot inf without any consecutiveness if there is no AT gun, not to mention that even in bad situation it can pop-out smoke.
While Puma have pretty much same stats, its TOTALLY useless against inf, it wont hit anything but armor, while AEC is pretty much good against it.
Some ppl keep saying that "I would rather wait for cromwell", you guys shouldn't ignore "snowball" effect, because AEC can win and push bad enemy and support your advance from save distance. Forcing enemy to abandon their positions.
I usually see AEC staying at safe distance and sniping inf, if you try to come closer he would kite you like there is no tomorrow.
Right now the only and single counter - mines or puma. If brit player knows how to use AEC, no AT guns\schrecks\fausts can catch it. |
Considering that thompsons cost 90 muni, StG price isn't really off here.
Tompsons are much better then StG at close range and they pretty much destroys inf at close range, while StG are mid range weapon which require time to deal good damage, not to mention that Rangers are much easy to vet up and less venerable to squad wipes + they have slot for additional weapon.
On the other hand storms have camo and can have slightly deadlier StG performance by using focus fire ability, but if you use this ability wrong it could mean squad wipe like instantly.
Not to mention that rangers will beat stormtroopers in most of the situations, hell, all they need - throw nade to sturms and it will mean wipe or insta retreat because of speed penalty. |
There are 2 problems here:
1- Ambush ability (same with paras) gives a debuff of .5 into receive accuracy. This is a huge buff to SMG like weapons.
2- Shocktroops have armor instead of RA. Unless they have vet or are crossing through cover, part of the buff goes to waste.
Sure thing, main reason why I tested stoms against them, because shocks are hardest inf to kill, so by looking at how they perform against them you pretty much can understand how they would perform against other targets.
So if they can put down 3-4 shock models, then it means that they could wipe or put down to 1 model any other squad.
But problem is still here, storms are good, but at the same time other assault inf\ambush inf can perform better because of cost\timing\abilities. |
Just tested them. In scenario when they ambush a single squad of unvetted shocktroopers (since they are most "fat" inf in the game), using STG+focus fire ability. They are able to put down like 3-4 models, before shocks came to close range and kill them almost instantly.
In that case I would say that they are able to deal huge damage to wounded or non full squads.
But the main problem - fact that comparing them to other inf like they e.g. partisans, fallshims, paras and rangers with tompsons, I would say that they need some buffs.
For excample if you compare them to partisans\fallshims both of they are insanely overperform stormtroopers simply because they came with their automatic weapons and they can finish\wipe squads and support weapons right of the bat. Sturms require not only ammo but time to get their StGs.
When you compare them to units like schocks, paras and rangers, they all outperforming them, because they are in general can deal huge damage upclose and have really good survivability. Same with Commandos (but lets not take them, because they are overpriced in stock commander).
AT partisans are better in every single way then AT stormtroopers. Not only because they have schreck, but because they are cheaper, come with schreck instantly, have mines and AT nade.
In that case, stormtroopers are ONLY good in defense and camping the points AND they require really good support.
In that case I would suggest a few options:
1) Remove ability to spawn from buildings, left cost untouched but also give them StG as default upgrade
or
2) Same as first, but make them cost 250-260 MP, without StG and let them come at 0CP (to make them replacement for grenadiers). StG\schreck (cost untouched) upgrade available after T2 unlock.
or
3) Left everything as it is right now, but reduce cost of StG to 60-80 muni.
or
4) Left everything as it is, but make StG instant upgrade without research time and remove speed penalty from focus fire ability.
or
5) Left everything as it is, but remove damage\speed penalties from focus fire ability.
or
6)Left everything as it is, but reduce cost of sturmtroopers to 250-260 MP
And their vet requirements should be lower for sure. Because they have to kill full HP shocktrooper squad (390 MP) to have only half of the bar for vet1.
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Having a hard time adjusting my strategy to counter 2 Luchs at the same time against double OKW. Soviets just don't seem equipped to handle shock units like that when that come out at the same time t70s do. So I need some suggestions.
Mines
Guards supported by cons with AT nades
ZiS
Soviets are the best when it comes to countering light armor. |