The trick is to put cav rifles into truck and wipe some volks squads. OKW doesnt have good answer to that early game. But still its a cheesy tactic thats necessary with current riflemen performance.
honestly, the best fix for that would probably give the car less armor.
I also suppose it cant really be compared to a clown car, because that comes on later. You're right that is pretty cheesy, but to do that is locked to that commander, so I do feel it does balance it a little. but i might actually look into that. That's strange though, because at CP1 is when cavs come in, why is no one building an early racketen? and it does sort of hurt your starting lineup if you do that too. I know before i said its hard to compare to a clown car, but in terms of investment, it does hurt your starting lineup if it fails.
Riflemen need a little buff, otherwise all is well, USF doesn't feel as weak anymore even vs OKW.
I Agree, having simple things such as Cav riflemen or (which is literally rifleman with better CQC and a snare) mixes things up a little, its honestly just what was needed.
I like the revamped mechanised in general, it Feels like it covers most bases, up until mediums hit the field. I honestly dont think they need a buff (rifles), because even though they come online at vet 2, the bonuses received make it worth it. if there were a buff, i'd really only want a slightly lower reinforcement cost, because its biggest weakness is manpower bleed, but every faction has to have their downfalls, for USF its inft cost and limited lategame (but hey, at least I can still be competitive in the late game).
Being forced to use cheesy call in units like ass engies or cav rifles in truck to stay competitive as usf is bad. Everyone is skipping rifles and when skipping rifles is not an option then nobody plays usf. Not enjoying.
To be honest, I don't rely much on Cav rifles. Yeah they have great CQC, but closing the distance to use that power sometimes proves troublesome, unless shotblockers are involved. I usually only have maybe 2 at most in my lineup, rifleman can engage earlier, and usually trade down less.
Ass Engies were never really intended to take into late game inft, and were usually better suited for utility roles. Mines, demos, repair speed and critical repair.
I am not sure if Sov + USF is the way to go as it seems ineffective vs OPKW in many circumstances compared to UKF, and there is a lot double OKW one-trick teams in 2v2 queue.. you need 1 brit player I think.
Ah that's not entirely true. I play mainly with a Sov player, and I tend to win more games with them than UKF. Im still yet to watch the replay, but USF and SOV are at their strongest (stronger than Brits or another Sov) in Light vehicles, if they are coordinated, they tend to tear a hole in OKW defences, and in alot of cases, OST. Their late game is usually when things become a little harder, because USF have more a more expensive army in general than Sovs. For example, you can get two t34s for 1.5 Jacksons, Just about (exaggerated but i cbf actually working it out). thats when it becomes harder, because USF generally have a harder late game than other factions.
I haven't watched the replay yet, but i will. I'll leave my review here and I'll see if there's anything i can contribute.
How are people finding the balances of the game these recent patches, and the game in general? I'm personally enjoying the variety, for the most part. I like the changes, which is something.
Mostly to the USF, especially since the tech tree revamp. I've also enjoyed my games a lot more, since i'm not facing the same thing over and over when playing against OST or OKW. It's good to see more LV usage, as well as a more varied army, and less cheesy army. Sure, some nerfs sting a little, but over all, im quite enjoying the meta.
Allied players can suck it. They forgot that the Brum was triple nerfed to the ground in the hotfix and they still can't stop crying about JLI. I don't even play OKW so u can't say that I care. I'm just happy these allied crybabies are getting a taste of their own medicine.
I love people like you, you cry for change the moment Allies get a tiny buff, USF in particular.
I can understand increasing the cost to match Airborne pathfinders but why the 50 second cooldown at start? Just when you give Relic credit to take things slow and incremental they pull this kind of stuff. The Pack Howie nerf is also kind of strange seeing as how it's not very meta.
The pack howie nerf actually hurts alot, Most of the time i actually end up just GIVING away a free PAK because it got counter barraged by some form of arty, seen as it really only last like maybe a hit or two.
I can't justify it. The vet is smoothed out quite nicely, vet 1 for Phosphorous, vet 2 for AT barrage Vet 3 for decent acc buff. Dont know the accuracy of though, its late and I can't seem to recall.
I've found LV's are the way to go for my Tier at the moment, so having a Pak over an AT gun drop is kinda difficult to play around, since a 222 or a Luchs will usually commit for it. I don't particularity enjoy teching captain over LT, mainly for the HMG and Stuart. But i think i have to do that now. After playing a few matches, I think the muni cost should just be removed, along with the Pak howie. the Para squad is decent enough by themselves, and that 80 cost is almost two zooks or M1919s, and allows for better flexibility for the battlefield, especially since paras are pretty squish without vet. But i've never disliked Paras.
Im on the fence, i personally disliked the removal of the AT gun and replaced with the howie.
I mean dont get me wrong, i love the howie, but from the meta ive played in my tier, its very LV heavy, and since the AT damage for the greyhound has been changed from 60 to 40, it does make stopping LVs like a Luchs more of a challenge. However, i do like getting a free pak howie without having to spend the extra fuel for it. It does provide decent team support, and saves you 340 MP, and if crewed by paras can be reinforced in the field, so i am on the fence about it, but its not excessively bad or good, i do wish the AT package for paras was a little cheaper, but given how amazingly mobile they are i understand why they cost an arm and a leg. Out of curiosity, whats the cost of 2 schreks for pgrens? 120?
Hello, apologises if this is already posted elsewhere.
If you're playing USF, and your base is located in the lower left hand side of the map, I find infantry glitch out when they retreat. Not just once but very consistently.
If you have more than one squad retreating, you will not be able to complete the retreat until units are moved from the retreat path. I partially blame this on the location of the USF base, as it is very close to the stone wall in front of it, which doesn't let squads scatter.
if this a known bug, i apologise-otherwise I can upload pictures if that is required. Normally, this bug wouldnt be a big deal, but it is uneeded additional micro (which does matter at later points in the game, when bouncing your infantry is essential moreso than usual.)
I think he is refering too the minute one pressure okw can bring. Usf cant field rifles as fast as okw can field volks. And the sturms rape a rear echelon squad.
And volks are 250mp not 260mp mr expert.
And dude if you cant write something without insulting someone just do everyone a favor and stop posting.
Thanks mate, Thats What i was getting at, It appears I wasn't clear enough on that. And while we're on the topic; OKW already have a Strum fielded, so really its a 250MP + a free strum vs 280MP matchup. and Yes. My poor echelons. their rears are not the only thing that were raped, my ass too
It's not powercreep when they've been the same for literally 5 years.
That explains alot, I haven't played Wer in 5 years. XD but if they've literally stayed the same, does this mean my knowledge doesn't need much updating?
Sick of threads that want an allied buff because of some OKW unit. Then what will it do to Ostheer?! Ost never gets powercreep. Riflemen are very good vs grens so the solution is to nerf volks. I suggested nerfing the stg close and midrange dps but slight buff to max range. Increase the speed of volks. Now OKW players must keep their volks at max range at all times which is a bit easier due to slightly faster speed and rifles will be punished a bit less for closing the distance. Also a slightly faster speed will allow volks to flank more effectively since the Leig is subpar.
I like that you've brought that up, but that problem doesn't exclusively occur to Volks.
Rifleman ALSO have to keep at long to max range when facing Strumpios, otherwise they will get shredded in anything closer than medium range.
The hardest combinations to face off against in OKW are Strums supported by Volks, it essentially becomes an instant retreat, or getting what you can from the engagement before retreating. Regardless of what anyone does say, Strums will always dominate the close range, as they should with their STGs.
In regards to OST, I understand where you are coming from, but aernt Grens usually covered by MGs to compensate for that? Much like the Volks are supported by the Strumpios or visa versa?
As for grens, i'd say their powercreep is BP1, LMG42s and Rifle nades tend to work wonders. But Its been a long time since i played OST so I can't fully comment
I dislike getting involved in a thread that has 8 pages (and reading them all)
But i feel I'd like to chime in, while trying to overlook my bias for USF.
I'd like to invite people to read the alternatives. I will put my response in a spoiler, relating to m36s, and address the OPs poll after the spoiler its long, so skip to the bottom for my final thoughts on the M36s....
IN REGARDS to the ORIGINAL TOPIC
I don't believe the Tiger needs a buff. Its already a fantastic tank, and exerts pressure like nothing else, Im honestly more scared of a tiger 1 than a KT. its incredibly mobile for its size, and its vet bonuses are actually pretty decent