Dude... those changes you quote date back to almost 4 years ago (judging by the timestamps you kindly provided) when USF, and Jacksons in particular, were in a totally different state. Not to mention the fact that Panzer Commander isn't free and literally locks you out of a crucial AI upgrade on top of being doctrinal. A bit of a lopsided argument if you ask me...
Anyway, the point EtherealDragon made about self-spotting combat units is IMHO a good one. JLI/PF and possibly some other recon options as well should probably not provide so much sight on the move but instead only do so when stationary or in cover. With this they could still be potent recon assets when used defensively, but not outright invalidate defensive MG or AT gun positioning by themselves while on the offense.
Why get these units in the first place then? they cannot be potent recon assets if they need to be in cover. thats a false statement. |
Then what happens with 290mp 4 man squad, high reinforce cost, m1a and scoped m1 garand have conflict profiles, no nade of any kind that super vunerable with any light vehicle, easily get wiped if get caught out of position?
how do you get caught out of position with 50 sight? and lv's should not be a problem considering that American lv's are flat out better than the axis counterparts
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The brits are plagued with extreme strengths and weaknesses. infantry sections just stomp okw infantry but they cannot counter ostheer snipers.
If you ask me the IS should lose the buffs and debuffs from cover. their received accuracy is reduced by 6 % percent and their initial cost should be 240. this allows them to maneuver better in the early game thus making snipers more difficult to use against them while not stomping on the okw infantry.
after the brit player unlocks his weapon cache upgrade the IS should receive a weapon upgrade of 60 ammo that restores their cover bonus and received accuracy as well as a free bren. |
Like I said this is a non-issue in every mode except 1v1. In team games u have way less territory to cap and harass (cuz ur tm8s share the burden) so u have much more flexibility with pios
Teamgames cannot be balanced because of the very poor game design of THQ. if something needs to be balanced, you should do so from the perspective of 1vs1 |
Its maybe a disadvantage in 1v1 but in every other mode i dont think so. Not to mention u get 1 pio for free so idk why ur saying 460mp
There is no such thing as a free unit. every unit that you have that is not a support weapon should always be active. A pio should be capping harassing in the early game and in the mid game it gets additional tasks with buildings bunkers tellers repairing and clearing out infantry from buildings.
Pio squads at this point are overburdened with tasks that prevents them from making good scouts. |
Yep, this is my point. I made this thread because too many times I was trying to flank the MG, the sight bonus gave away my position allowing the enemy player to react in time. It's a pretty huge advantage. Especially given how much of an advantage the MG42 is already giving the Ost player.
460 mp for just static defense is not an advantage but a disadvantage, especially early game |
If you're playing against a retarded ape.
The very first thing decent players do nowadays when playing against sov is rush t1 and pump out 2 atgs. Just one contact with the enemy and t70 is a burning pile of metal. It's even better with OKW since they have t0 ATG.
My point being: sure, T70 is a deadly tank for its price, but it has become so commonplace it lost its edge by the sheer number of players using it.
If you buy 2 atg's this early in the game just to counter a t70 then your opponent already has won the mp game. |
None of these claims are unfounded, riflemen are the worst mainline infantry in the game.
Kubel is a good early game bleeder especially against USF with no ultralight of their own and can act as a free maphack after vet1(just park it behind a building.)
RE are far from good.
Jaegers need to be rebalanced.
USF is the weakest faction in-game in teammodes and only second worst in 1v1.
OKW's mediocre winrate stems from it's late medium timing, destructible tech buildings, being paired up against Guard Motor soviets often, worse support weapons relative to OST etc
The USF without a doubt has the advantage vs the okw in 1vs1 however. |
I guess one thing here is that, that camp gets countered by arty while the half track doesn't. I.e. its more vulnerable later on.
But does the half track survive that long? No
do you play 3vs3 or 4vs4? Because only in those gamemodes sufficient arty can be called in to kill a Flak HQ. But as i said before, the okw doesnt need much in a rear line defense because their AT guns are very mobile and the Leigh is rather crap.
If i play the allies my LV's will last me the whole game as it guards against axis LV's and infantry on my AT guns and pack howies. I even rebuild them when they are lost. |
Wut.
"Area denial has nothing to do with territories held." That's such a pathetically bad grasp of the game's basic premise - even the Easy AI has at least somewhat understood the concept of capturing and neutralising territory. Holy crap. And that's not even factoring in more advanced concepts like denying enemy mobility and ability to flank through area denial.
This is wrong in so many ways. All light tanks and most allied LV's will kill a flak track 1vs1 so it cannot deny mobility or flank properly . It cannot hold VP's or SP because of that either. The only thing this unit is good for is guarding your rear line. And in such a role its fantastic. |