Many say "get an MHT", but this locks me into the "festung support" doc
Yeah :/ Spearhead is much better overall if you can grab it. The point with the MortarHT is that it solves the problem almost without effort.
There is few hardcounter that hardcounter that hard in this game.
I agree as sutiations described are often kinda "perfect" and some on the other hand require a more careful approach.
There is only particular answer to thoses situations and most of them require you to build a medium tank to be safe or use offmap strikes or abusive amount of mortars.
As for tanks, yes, I often can field one by the time the rifles really become a problem. However, the Ostwind just isn't very good; especially when compared to something like the centaur, or even a Quad HT. I admit, though, I never thought of using a P4. I was unaware this was an effective counter
Dont underestimate the humble ostwind The P4 is beefy enough to eat some AT shots and still pack some AI, enough to worry frontline infantery. It is less destructive than an ostwind but doesn't leave you open on a stuart.
Kozo. |
Replace -20% received accuracy with reduce reinforcement cost and reinforce time. Was thinking like 23mp at vet3?
Remove shrecks on volks and put them on a new unit?
I thought about reducing costs. But what is the point in the end? your (main faction force) rifles will still get easily killed (and easily rinfrced). maybe giving them +0.5 armor like Shock. I relly think they need survivability.
I also thought about a new unit with shrecks, that would copypasta Pgrenadiers in some flavour. The problem is that most factions (with the exception of UKF but they get piats later) has their first AT snare/shots on the frontline core infantery. That would be a very big change and you would see less arguments to build volks instead f thoses.
Kozo. |
Hel..lo..
Noway! Another BRITOPNEFTWTFBBQLOL threat that pop 23 sec after a ninja patch?
Kozo. |
The actual problem is volks having shrecks, and rifles having terminator vet 3. All other blobs are l2p.
I wonder how OKW can fight light armor without shrecks. If you wanna answer to give them faust, remember that their atgun is only a pale copy of others and that none shrecks and raketten are enough alone.
Rifles without a solid endgame resistance would be hard for USF.
Kozo. |
Hello.
You meant you didn't pay 200-60 or 200-50 to have your squad?
If you did, well it is not free.
If you want to answer that the tech or the squad is free i'll stop you now. Every faction has something more than its tier when they tech (with the exception of sov, they tech cheaply but have to make upgrades separatly). Shreck, base mortars, meditrucks and the list goes on.
Kozo. |
Hello.
The idea is very appealing, even if what you propose feels a little bit too much. I like evolving things. It may be a new faction design, that would be interesting.
If soviets get no love currently it is mainly because they got all the love in the first place.
Kozo. |
Hello.
Brit Emplacements
I can't believe these made it back from CoH1, but regardless, these things ruin my game, and often show up early (5-6 min). Often, mortar pits are place directly behind buildings, stopping direct fire (AT). For example, on 'Trois-Ponts', I often face one placed either behind the bottom-left buildings (by the muni point). Ettlebruck station I often see one behind the right-most VP, near the neutral point. Even worse are the Bofors, which shred infantry. Their barrage makes using AT guns not the best choice, and they can counter mortars. The worst case I've seen is a bofors in the center of rails and metal, supported by a mortar and a rifle-spamming (5+ squads in a blob) USF player. How do I counter these? Regular mortars aren't good enough (brace, also squishy). Direct fire is out (can't use AT guns), and its far too early for tanks. Also, the only MHT doctrine I have is the (awful) 'Festung Support' doc.
There is something like 515.494 thread that shows a thousand way to deal with UKF emplacements. I suggest you to watch 2-3 pages further of this forum. Having the right tool is not enough, you have to use them well, like an ATgun with a spotter. Of course he can outshoot you with an ability, just step back. Or simply go where emplacements are not.
Rifle Blobs
These things are insane, especially at Vet 3. They can run past MGs directly (tried as USF, its not hard). They're amazing at every range, and incredibly tanky. How do I deal with these? Grens w/ LMGs kind of work, but it's a 4v6, with cover often pushing it in favor of the rifles, especially with those US-LMGs.
Yes they are frightening, they are VET3 after all, they deserved to be strong. Still they are less frightening than spaced out riflemens. If they blob there are many more ways to deal with them : grenades, aoe, explosions in general, snipers. I hope that by the time they get vet3 rifles you can field at least one tank, P4 or ostwind. Dont let them get close to not eat the AT grenade.
PPSH + T70 rush
I've only seen this a few times, so it's not a huge issue, but I still have trouble countering it on the rare chance it happens. Early game (first few min) is fine, but once PPSH's come out, grens become harder to use, since you need to keep range. Pgrens work, but the cost just isn't effective (reinforce wise). Then, but around 7-8min a T70 (usually this is dual Sov) comes from each player. This then quickly escalates to 3-4 T70s total, roaming around and wrecking everything.
The most important is to deal with them on by one. It is often important to save your early munition as an OST player in order to launch several Faust at the first T70 that comes too close.
Your 222 has a gun solid enough to help against t70. If it eated a faust it is even more easy but be careful as the t70 is well equiped to cut your 222 in pieces.
PPSHs seems frightening but the main goal is to stay frosty and shoot them at range without moving an inch. The ennemy has to get close to you and you are likely to have at least one or two LMG. The conscripts has to be in the open in order to reach an effective range and if you focuse them one by one you are likely to kill them. They are cons after all.
Kozo. |
Lower pop cap means higher resource generation which is why they had to hotfix volks from 5 pop to 7 because more can be maintained and higher resource generation to replace those lost.
Building a squad takes up pop cap and makes you bleed. Think long term. I have 1 less squad so i will take a defensive stance and send units to "test the waters" to see where are the strong and weak points in opponent's defense. I can immediately assault that point after a nearby retreat. Causing that unit to retreat is good enough because he now has to go all the way back to base before coming back to the front in which I have gained a strategic advantage if I choose to stay in that area.
Risk versus reward side. If I am SOV/UKF and I want to assault the FRP, I have to take a huge risk. Send in my MGs and a anti-tank gun. If I lose those in the assault, they now transfer to the OKW army which lacks a doctrinal MG and long range AT platform. When OKW loses in an assault, they just need to retreat unscathed unless you left it to the point you would get squad wiped. The risk of an Allied assault is higher than the reward that's unlikely to be achieved. The risk that OKW takes when he pushes is very low but the reward can be very high. As SOV, you'd have to retreat at least one squad to continue base building. UKF simply doesn't have the capability early game to push a FHQ and destroy it.
I'm sorry but I don't have any replays for you because I don't watch them and I rarely if ever save mine.
Anyways, the point of this thread is FRP and I would rather NOT see any FRPs.
If what you say is true that you would rather soft retreat to a forward REINFORCE point, then you should be all in on removal of forward retreat points. Forward reinforce points will still be there.
You dont need a FRP to skip that risk/reward situation. As SOV/OST you can build a certain Halftrack that authorise you to reinforce in the very heat of battle, even skipping that need of retreat. On the countrary, i can find you a lot of replays that show that HT reinforcing Ostruppen at lightspeed was clearly a winnning factor. But i fint it honest as it is a very fragile thing that need to stick your forces.
Kozo. |
Those numbers represent my experience I´ve had with the Brits. Those side techs are needed in order to compete with the power creep of the axis units. I´m talking about rifle grenades, snipers, LMGs, Obersoldaten, Panzerschrecks etc. , things which Ostheer and OKW don't have to side tech for.
The lack of t3 units can be compensated by a teammate or in case of a 1v1 by call in vehicles such as Stug Es or Pumas. Keep in mind that fielding medium or light armor will force the enemy to react or he will lose field presence. While T4 is not attractive in 1v1, it is a good choice in anything above (also thx to Panzerwerfer).
Regarding the AI, I probably overexaggerated a bit:
Comet works better on long range against units with low received accuracy while being stationary.
The Panther has better AI against units with high received accuracy and excels even better in close and mid range and on the move.
Currently Panther and Comet are too similiar to justify the massive power gap between those 2 units even though the Comet is more expensive and has the same pop cap. When pop cap reaches 100 and 1 player has better units for the same pop cap, he will win. The only thing that can excuse this issue are diversified armies and their different gameplaystyles. While this is the case for USF and Soviets, it's not the case for the brits who aren't very different from axis in lategame (core infantry and cost intensive medium/heavy tanks). In fact they have even less options (rocket artillery).
I wonldn't be so absolute about the need for side upgrades. My own experience taught me they can be skipped and replaced by more T2 oriented strategy.
However, you are absolutly right, the addition of a even a single partner severly hamper my reasoning and shuffle the cards. Even more in 4v4 where the 100 Popcap is easily reachable.
I try to calculate the AI dps of the panther and the importance of the difference in penetration of both guns (when facing other tanks). Maybe the extra armor of the comet's ass is to be taken in account when they established the prices.
Kozo. |
-Revealed in FOW
When the unit is revealed and again FOW, 17 pounds shows his 'shadow', but not pak43.
IMO pak43 should show his 'shadow'.
I do agree with katitof when he says it is not a "proper building" but it feels like there should be a "ghost" indeed. Somethin' may be missing here.
-AA Suggestion (bofors/AA truck): Area of positioning should be an obstacle for construction on post (VP, Fuel, munition points). This way would cover only half the point of capture and would be less dangerous to capture.
That would makes them incredibly difficult to place on certain maps, even only placeable in your base. One of the point of those buildings is to protect points. Would make them FAR less useful, and even more difficult to have a return (bofor) or protect them(OKWtruck).
Kozo. |