Not sure about introducing more RNG to it
What´s worse, gettin wiped cause he clicked on your unit or gettin wiped cause he clicked at somethin 50 meters away from it and got lucky |
Its easily the best MG, but that is a signature factor of Ost design |
Most meta commanders are Urban Assault, Infantry and … third one Im not sure
Vetoes… Kharkov, Minsk, Rails, and... not sure |
1) Its defo unusual, but legit
2) That strong CQB unit is Assault Section
|
Ok, I believe everyone is familiar with something called "maximum FPS limit" Now the idea is, they could do the same except with Minimum FPS limit
This would improve the game greatly, since everyone would just set something very smooth, like 80 FPS and no one would ver have to suffer from stutter again
And while we are at the settings, there are plenty of options already, like volume, graphics, etc. but one crucial thing has so far been missing: Ping settings - as the name suggests, we would set our own ping values
Again, that would be a huge improvement since everyone could just set some low values, like 20 to 30 and no one would ever lose to input delay or lag at crucial moment
I know the support for game is considered by many to be pretty much ceased, but then again, if they are goin as far as to even make a 64bit version, they might take that extra step and do this.
If anyone from Relic could look into these suggestion, it would be appreciated |
They didnt nessesry get crushed. In other words, by exiting the tank I triggered abbandon critical for some reason, thats why crew died. Because they even had a voice line played for it.
Well shit, thats a new one for me
Gotta love the variety in this game, every day someone gets fucked over in a different way  |
1) Happens today with my Jackson. It took some damage and had an engine critical, not sure from a Faust or as a random crit. It had like 160 HP or less, after I decrewed it, crew instantly died exiting the tank.
2) non nessesery a bug, but probably oversight, but USF ambulance can't reinforce if deployed on the ice.
Maybe it's a known bugs but still.
1 could, Im pretty sure, be fixed by making neutral vehicles unable to have crush
2 as Vipper said |
Hello, I have been wondering about a USF strategy for 2v2, and for team games in general. specifically late-game strategy. I can handle the early and mid-game quite well, but in the late game, I just don´t know what to do. USF is my weakest team game faction by far, and I would really appreciate some advice. The main problems I have are as follows:
1) Riflemen are innefective against elite Axis infantry. Even upgraded, they just struggle hard.
2) Shermans, the natural answer to that, get hard countered by Axis armor and AT, Pack howitzers, MGs and mortars get wiped either by the charging blob, or by Walking Stukas.
3) Jacksons get destroyed way too easily, which makes it almost impossible to destroy Axis armor. They just reverse out of range, because I can´t get close enough.
It´s basically the same almost every match. I win the early-game, hold OK through the mid-game, and then get absolutely picked apart in the late-game. Especially double USF is just unplayable for me.
Btw, I find that when playing Axis team games, the USF is usually the easiest opponent, so maybe that´s just how it is in team games, idk. I would be grateful for any advice on build orders, or just playstyle in general.
1) Dont try to go toe to toe. 2vs1, catching out of position, superior cover are your friends. Ofc that wont work always, you should have either 50 cals, Pack-howies or M8s as main AI
2) Shermans are off-meta. Stuka is indeed wipey AF but he can only fire one as often and then you recrew, repair and go on
3)If he reversed outta range, it means you won that fight. Dont ever chase unless its only one shot away from death and fight from max range |
Yes
List of their problems, both UP and OP stuff:
Faust unlocked only after tech up against factions with early garrisonable clown-cars
Starting unit thats very unfair in the first min and half and then becomes very cost inneficient. The PZschreck upgrade locking out sweeper is brutal
Kubel is too squishy to be a good scout
AT gun is super cost-efficient for being the only one who can afford to go right into the front instead of hiding behind
IN general, for the whole first two minutes they are super agressive, with highest number of units, and then start fallin off, first in mid-game due to shit tech-structure and lategame to weird popcap. This "strong early, weaker later and vice-versa" concept has time and again proven to be trash design and a lotta changes were made to mitigate it over the years. OKW however remains the clearest offender.
Past T0 its:
Having to choose between "one investment only" healing and an LV tech
The forward retreat point got too overnerfed to be any use in 1s and 2s. 75% reinforce speed decrease, lock behind another tech AND 2 min cooldown is just massive overkill on somethin that can´t move and also denies you units if you lose it.
Stuka is a bad design. A+ for effort to be unique but there is a good reason why precision shot got deleted, and now we got vehicle with 6 precision shots in a line. "On the plus side" its very bad at blob countering, being mostly a guaranteed support weapon deletion tool
The Flak HQ is very very bad at killing planes, for something that now requires a toggle to do it
I dont wanna get into doctrinal stuff now, besides this one thing, which is a topic for itself and relevant to all factions: Its high time for a second wave of skillplanes nerfs!! |
Its kind of unfortunate design, we should either be able to select how many men to use for recrew or automatically use 2 if a squad only has three men left
Kinda late to code that now though  |