Second ! Maybe i should join in as a map maker as well since i have the knowledge of level design ... though i mainly design 2d type games lol ... hmmm i do need to revisit the design forum once i'm free or at least remotivated. |
I felt that Sherman tank is one of the underuse and difficult unit to use of compare to other ally/axis unit. As most time players (me or against/with USF players) were usually go for Jackson as it was fighting with Pz4 or Panther timing.
On my previous match i used 2 Sherman tank to pair with my double Jackson to push against Elephant, Tiger Ace and a ton of Ass Grens and Volks units on a 4v4 game, realizing how useful my Sherman was when facing against those odd pushing the enemy away. However my sherman always die rather quickly when i need to retreat from the assault. The match was a victory but a costly one.
Which hence i an curious about the usage of Sherman. They are horrible when doing normal pen against Panther or Tiger, and switching rounds between AP and HE is slow for 7 second during a fight which hence people wanting to op for Jackson while leaving the Anti-Infantry unit for Scott or Rifleman/Ranger/Para/Ass Engi, or just having Pershing if given chance to do the pushing rather than having a sherman.
Do u guys think Sherman may need some change in it's assault role? Or that strategy adjustment is needed to make it a valuable unit |
You'll need to learn which unit effective on what range. If you face off against volks or gren just push the Rifleman Unit into their face and see them melt. But if you face against Sturmpio or even normal pio them just put them medium range or long range.
I've main USF for a really long time and i can safely tell you that early to mid game they are the champion. But i do however felt that late game they are a little hard to scale against units like Ober or Falshim or even vet 3 Pzgren if you're not careful, which hence combine arms like Scott or even Sherman are essential to utilize your Rifleman unit. |
Did he say he plays well though?
@OP Yes of course. And that is for a long time now. Pretty much ever since brits have been a little tamed after initial madness. If relic was still supporting the game as much as they did before, it would be the right time to drop another expansion to mess things up for the third time.
The reason why most of the players will never acknowledge this is that the grass is always greener on the other side.
Totally Agreed on this post. I played both Ally and Axis, but mostly on USF and Werh, so i could understand what makes both side tick and countered ... or what gets run over |
Ikr. I have to thank this guy for posting. Now we know Codguy's playercard. LOL
Dude .... not cool when it comes to laughing at someone else bro. I know he has a history but still man, not cool |
Important thing is to play range. Go Grenadier up to 4 squad, and move around 2 by 2. Or 4 together when you face against mass RE Spam.
222 or even normal halftrack to support your infantry. |
As much as i felt OHK a light tank from a teller mine can feel frustrating, it does force out a minesweeper from the ally side to keep an eye out for more and making it's defensive capacity against any light tank assault from the flank, or at least slows down the assault. Osteer is a roundabout faction of all compare to other 4.
There is a conundrum issue regarding how to balance that out, Osteer's Anti Tank capacity is not cheap until they could get Stug 3 out. Other than that their light vehicle like the Scout Car are the only counter measure against the strong Light Vehicle that the allies posses. Pak 40 cost 320 mp and Pzgren with Shrek cost total of 340mp with 100 muni. And at the time of coming out it's causing the balance of power between mid game allies and mid game axis to be different, unless you field enough grenadier or support weapon enough to hold till late stage.
If lets say you make the teller mine take away 99% of the light vehicle health, i would say yeah it would be a sitting duck, but that vehicle itself could also turn itself a stationary turret against any infantry coming at it. And that doesn't sound prominent |
I want you guys to take a look at this match and see if this is a right action on a 4v4 match on Steppes.
If one has lost an island should he/she blame others while half of the map has been taken by the allies? Cause in this case i'm very very confuse as onto why that player wants to TK my friend while we're winning on the top and middle.
I'm the player [MSAF] Galian Squad 422 with my friend [MSAF] Unbegone
https://www.coh2.org/replay/83158/team-killing-because-winning
|
USF and UK can blob infantry to counter against Volks's strength, and also remember 1 important point.
USF have access to heavy Anti Infantry vehicles like M4A3 sherman with HE round OR M8A1 Scott. While UKF have Centuar to clear those unit away while having Infantry Section with Victors pushing in with their cheap double 90muni Bren Gun that can shred Volks at medium to long range. Volks don't need a buff or nerf, is already strong as it is |
Just remember one important factor.
This is an Asymmetrical Design RTS Games where there's a unique identity between the axis and ally faction. Each faction has their perks and weaknesses and its up to YOU the player to figure out what faction you are capable to use to fight against the enemy.
If you only play the Axis for 1000 match and never play as Ally for 1000 match, don't come in and complaint what is balance and what is not balance.
And to fight against Penal Blobs? You have many option bro.
Stuka halftrack or MG34 (Bring 2) or 2 to 4 Volksgrenadier with STG upgrade or Luch to play hide and seek or Obersoldateen if you able to reach or Panzerfusillier (2 to 3) or etc etc etc. Dude you're OKW, don't wine and bitch and use your head and figure it out. This is an RTS game |