The USF AA HT is a very good mobile suppression tool as long as it is kept at max range.
When I play USF in 4v4 I use it in combination with a Pathfinder and a HMG. The Pathfinder provide very good sight and I can use the AA HT to kite back to the HMG which will open fire on squads that is already suppressed. This way the AA HT and the HMG protects each other from schrecks and grenades, while the Pathfinder provide sight to allow them to fire at max range.
This means I have to focus on a smaller part of the map, but this is usually fine in 4v4.
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If the goal is to make pushing harder it is probably best to reduce acceleration rather than top speed. That way you can still move relatively fast if you want a fast forward HQ, but pushing will be harder and more risky. |
I think the soviet halftrack is the weakest at the moment, considering you have to build T3 to get it. Being able to reinforce in the field is great, espessially on large maps. Soviet has the least/most expensive tools to enable this by non-doctrinal means. However this could be intended for all I know. They also have merge, which in my opinion is even better with field reinforcement since you can soft retreat the conscripts and make a "supply chain" between the HT and the rest of your forces.
The way soviet tech function makes it hard to balance the halftrack in a way that it does not come too early and neither too late. One solution to this would perhaps be to move it to either T0, T1 or T2 and then unlocking it by building both T1 and T2 and if needed adjust its price/combat power.
The ost halftrack has great utillity, but definately lacks combat potency, even with the very expensive uppgrade
Both the USF and OKW halftracks are great, espessially their suppression and damage. OKW and USF also have other ways to reinforce in the field, so this isnt really needed.
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1. Mines will detonate if hit by anything but small arms. It is therefore usually a bad idea to stand on top of your own mine. You can also use this to defuse enemy mines from distanse.
2. Be carefull when defusing demo charges. They can still be detonated after being detected.
3. Trip wire flares can provide LOS for demo charges (but can also alert the enemy). You can also build them close to mines to provide sight when someone hits your mine. You can also use them to provide sight for your mortar(s).
4. If you crew a team weapon with Pathfinders (or other scout infantry) it will have very good sight range, but will be more expencive to reinforce. |
Have you considered changing/improving trip wire flares? For example reduce build time and increase flare duration by a tiny bit. Right now there is also a cooldown on the ability which I believe is equal to build time. If this was removed it would be possible to quene up more than one build order. |
This game was very entertaining to watch, especially the B4 vs KT duel.
The way "For the Motherland" was used was very impressive.
The scavenger doctrine have in theory good tools to destroy the B4 by using jaegers and the offmap arty. However it depends on how much muni you would need to ensure it is destroyed, and if there are good houses to deoploy the jaegers from.
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