And then let's give bunkers for the Soviets!
Caches for OKW!
Flamethrowers for USF!
AT snares for UKF!
I could go on to kill half an hour but fuck that!
Flamethrowers for USF! (em they have ones..... look on 3 commanders )
AT snares for UKF! (tank hunter, aec, sniper abilities......)
OKW (can salvage, i do it often, with great results.....)
Bunkers for soviets.. y there is none (what soviets lack in static defenses, they get in static counters, with 2 kind of mortars, 2 kind of howitzers and 1 rocket arty + 2 at gun barrage abilities)
Demos - all allied factions has it, would love to see some sort of booby trap/demo mechanism for axis, as it was in good old vCoh
If you can;t avoid them by micro and cleverness, it does not mean that others cant
I even get u 2 replays where I use em effectivly on others. And thats MID level play - its 50-200 level, so from your post i see u are just stubborn mate. When one has played over 1000 games, one just know units usual pathways, so one doesnt plant em just on narrow pathways , and still plenty on maps like Semois, lost glider, angovile etc.
To effectivly use demos u plant em - 1st Near frequent used houses, 2nd - around corners blocking truesight (both neglet sweepers), 3rd - put on frequent unit passage, like teller mines 4th - put em on frequently used unit covers, cars/fences most used enemy.
Demos work wonders using ASS engies from USF, cause no one expects mines/demos from USF, i have won countless games using em.
Demos charge doesnt kill all models in the aoe.
Dive bomb does.
Not to mention that you can sweep it and even without sweeper you can avoid it like 8/10 times just by using brain.
Avoid, without sweeper? Good luck. U can avoid stuka easier just by using brains + stuka is on some half shitty comanders, and is avaible only after 12th point which basicly doesnt offer anything else, thus the most heavy stuff u can meet is panther , while demo is avaible from start (for USF/SOV and 3/4 cps UKF (and if u manage good fast one, its basicly game win.) Have had far more demo changing games than stuka ones. Here is 2 of em
I propose to remove insta dead critical (and decrease death area to sturmitger one, while leaving existing AOE intact, with damage graduating down after every 1 metre) or increase cost to 200. Actually 2 months ago i tested all offmap abilities in CheatMode and stuka was one of deadliest ones.
The AOE is so large that it is hard to get a pack howie out of the blast zone, even if you respond right away. Same thing for 57mm at gun, and having a Vet2 or Vet3 at gun decrewed when you've almost backed it out of the blast zone is really annoying.
I don't often see the stuka in 2v2's but if one hits it often swings the game. The AOE means that you can't all of your major, ambulance, and units out of the AOE.
TBH, one of the annoying thing about off-map air in this game is how completely antihistorical it is. The tiny remnants of the Luftwaffe in 1945 mostly tried to defend Germany for aerial attack, not close air support. There really shouldn't be a Stuka loiter, dive bomb, etc. On the other hand, US should have much better off-map air.
1st Did u read anything i wrote? I was talkin about buffing everything, especially howitzers (withc btw is more in allied side than german)
2nd - Ability is used by OST and represent eastern front, (and most important German weapon which basicly represents blitzkrieg ) where CAS was used much more frequently, not the western front, which BTW IRL wasnt as important, cause all it did was shorten war by max 2 years and saved western europe from getting into soviet hands.
3rd - if u want history - we shall remove Comets and Pershings and Ostwinds/Centaurs but Shermans/Jaksons/T34s shall cost like 40 fuel max. Ah and true - usf/ukf has to get 50 muni Air support abilities. This game would be much more easier to historise if it represented 39-41 timeframe, without much wunderwaffe from both sides.
How is that too much? Is Ostheer losing any vital strengths through this?
It renders ability useless, and with so - makes commanders like close air support, storm and air support useless, and thus it makes window for strategic diversity smaller. And yes nerfing this, would nerf last usefull offmap ability Ostheer has, and im making this comment as a player who play OST far less than other 4 factions.
Yeah there was a huge ninja buff to it for no reason. I'm not sure why more poeple aren't pissed about this. It definitely wasn't UP before that.
Also look at that. That's stronger then the B-4 and the railway arty for a cheap call-in with no smoke. That's ridiculous. Anyone defending this has no sense of balance.
I would say leave stuka as it is, but buff other stuff, especially buildable Howtizers, and especially self-propeled ones like Priest and Sexton, cause now i fear (and use) Pack Howie more than real howies with greater effect, and it aint normal. Artilery is joke in this game, itš either to week or comes too late, actually i loved British op abilieties when they were op, at start, they made me fear them, made me take actions,l now when i see 350 muni bomber run, i just laugh my arse off and move everything away with no damage (just repair some trucks after).
As i see this ability can be problem in games with more than 3v3, but from my experience i go to em when i want to see a real clusterfuck, some war action ,and i basicly get it so whats to whine about. AND do u 3v3 (4v4) players want to say me that u go to play these game modes for strategy, or u go to play them just for fun (action/death/clusterfuck)? I bet its 2nd answer, then get it that fun is relative - its botth fun to blow blob up with stuka, and with calliOPe alike.
In competitive levels, where u need to think more, than just spam shit - i mean 1v1 or, to less extent 2v2, stuka bomb isnt much problem.