Just thought of if TWP for the Stug was redesign to disable the enemy tank gun for a few seconds, say around 3 to 6 seconds. (Not destroy the gun but unable to return fire) That way the Tank can't return any effective fire but be able to escape. TWP still be good but not great. |
What if the vehicle that got TWP would be immune for the next five or so seconds from stun? This would allow some counter play, either pulling back or trying to flank the TD's or Pak. |
I do feel M1919 LMG are fine by themselves, even buying two is a 140 munitions investment in a heavily munition reliant faction.
Defeating other long range squads should be expected due to putting 140 munitions into a single squad that does have rather lack luster veterancy.
It also does go against the USF design of mobility, having to stop and fire compared to being able to move and engage with BARs.
However, the defensive stance should be looked at, given its rather powerful ability that can quite easily change the engagement.
Either allow it to be activated before, not during, combat but allow to deactivated thus being powerful but easily countered with snipers, artillery, etc
Forcing their hand to engage or retreat, depriving them of Defensive Stance.
Or keep it the same way as it is, activating in combat but not capable of deactivating during combat.
This will let the enemy player punish the USF with grenades or even the threat of being run over by vehicles.
I'd prefer the first option, as it isn't as flexible as the second, it doesn't force you to retreat due to some nasty gift by the enemy.
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WC51 is a viable option, thanks to its good sight range it can scout out enemy positions and deliver units to good flanking opportunities, good observation Tetley. While 20 fuel may sound a rather high price, it does pay off with a mobile reaction or aggressive force (WC51 + Rifle squad). |
I would say Recon Company will make a good attraction now, thanks to the multiple tools you have to (surprisingly!) recon the enemy.
I have used this doctrine with surprising success due to Rifles being able to spot and engage enemy positions to their favor as well IR pathfinders with their great sight.
I do find USF has to merely adjust to a different mind set as Lemon mentioned earlier, going from early aggression to a mixture of a defensive and mobile early game. Having a mortar would be a great of course haha with smoke barrages and such. |
I am torn between my two countries but I decided to go with my ye old land
1. United Kingdom
2. Classy Skull Champion David ( http://steamcommunity.com/profiles/76561198032338788) |
Would like to see medics return from CoH1 but return manpower instead of leading up to a new squad. Seeing your soldiers fight to save a comrades life is quite immersive and hardens your resolve to fight on for your troops. |