As USF and Soviets its quite straight forward: Jackson/SU85(s)
As Brits its trickier, since non-tulip FF sucks, but still, a combo of that with 6pndr or two should help
Stay at max range and be aware of surrounding units, like inf and enemy ATGs
Also, if you somehow have a good map where u could squeeze 17pndr and opponent isnt exactly spammin indirect fire, go for it. Its underrated AF |
What? lol How is it an investment? You are going to tech, you don't have to side tech, thats the point. You dont delay tech by unlocking grenades, you unlock grenades by teching.
So tell me again how its silly?
Well, the idea is that when you compare "all Axis main tech" + "all Allied main + side tech" you should have about simmilar or only slighty different cost. If it really is like that, im not sure.
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Firstly, the BO you described is weird and doesnt seem very practical
You wanna rely heavily on flamer engies, so make at least one more to backup the starting squad (but not really straight away) Ideally start with either two to three cons and then back that up with MG. Though tbh the Soviet T2 is pretty damn bad (Maxim especially), Id recommend sniping, esp against OKW who doesnt have reliable counter |
Shocker: it is viable
just because pro players dont think its the most effective and thus creating a meta, doesnt mean it cannot be played to full effect
btw. this could change any day. if some pro team decides to go with healing hq and makes it work, tomorrow youll have a topic saying "make mechanized" viable
pointless
Viable? I guess so.
Similarly effective, reliable and anywhere close to being as prominent as Mech HQ? Hell no. |
Stuka zu fuss is simply too good
Only at things that it shouldnt do, such as wiping lone squads that are dodging it, or instantly decrewing vetted support weapons from max range
At countering blobs its laughably bad |
I really like Stormjagers idea and would love to see a similar fix applied to Ostheer
But trying to think of some alternatives:
Lower the FRP nerfs: Massive reinforcement speed decrease, lock behind T4 and half an hour of cooldown after canceling. All these three together are just an overkill. Say what u want, but FRPs and outside of base HQ are supposed to be highly viable (of course not if u try to plant it right on top of the frontline).
The cooldown after deactivation should be lowered to 0,5-1 min, and/or the reinforcement speed decrease should be less severe, by one or two secs
Im not sure what to improve about the units it offers though. Kinda like the OPs idea of Luchs and Flak HT swap, assuming the Luchs would get a free unlock with like 30-45 secs to delay it |
As for the Rak comparison, I am all for Raks being stealthy at vet0 in a -cover to cover- way
It had to go because they used the outdated stealth system, but if it was possible to remake into the new one, it would work like charm |
I am becoming famous
Cheers SweeTroll, never could do it without you |
Possible solutions? (arent they?)
And Im talkin about loiters in general, rather than just this, even though it sure is the biggest offender
1) Make it attack ground based instead of attack target based, so it cant chase
2) Targets hit by it should not become visible in FOW
3) Slow projectile speed
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Dont forget that these things arent even supposed to kill a stuff that trying to move away, just force the enemy to leave the area
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