You made this same thread one week ago, and everyone said you were wrong. Why did you make the same thread, with the same arguments, and expect different results? Why can't you just accept you are wrong?
What? That's first time I write here about Pios, lol. Is everything ok with you? |
I don´t understand your whole flame thing here. You´re continuous complaining on Axis units, compare them to Allies and furthermore you want Allies to have late game repair units. Allies strongly feel like the stronger fraction in the early game, why do they have to have the same possibilites like Axis late. I recommend you to play Axis on your own, against real players, to get a better overview about the fractions, afterwards you may want to start flaming on adequate experience.
I played today 2 or 3 games as OKW and I should say - it was sooooo easy... Like first day on holiday after hard working year (playin as allies). It's so cool to beat enemies only using T0 units and Falls. Volks are power, Sturms tearing everything apart and Falls gives your enemie's infantry no chanses to survive.
For God sake, I wish to have such cool gameplay for allies. |
Gough* they have the best base repair speed get bonus at vet 2 and 3 ( 1 more man =. More repairs)
Ok, now go and get vet 2 and 3 for them, while OKW have such quality of repair without any veterancy or ammo spending. You won't vet Rear's up without M9s, because their accuracy (and as result - damage) is too low. And using them on frontline is veeery dangerous, cos they dying very fast. So, it is also huge risk of your Ammo, spent on M9s or BARs.
But here is another problem I see. For repair jobs USF have... vechile crews, so forget about it - no repair buff upgrade for Rears and ComEngineers, really. Only for soviet and ostheer, ok?
And yea, what about USF combat engineers, do you think they are fine? Cost almost like Sturmpios, but act mostly like Ostheer engineers. |
Look at repair speed of rear echelon and their vet bonus and then think of weapon barracks
Their repair speed is not enough for to reapair effectivily in late game. Vet bonus... you should get that bonus before and save it, so it's pretty strange to compare units by their "vet bonuses". And I never give to rears weapons, cos they are too fragile, so they can lose my muni very fast. Better give that weapon for Riflemans of Paras, they can use it long and good. |
Because Sturmpios are literally a copy and paste of Panzer Grenadiers in CoH who also had STG's could repair and do all sorts of stuff. OKW needed a unit that could effective push and have a strong early game so the made the sturm pios a builder/assault unit.
If sturm pios were nerfed, any faction could just run over them... cut them off or base trap them because they don't get viable units until later.
I don't really like the idea of sturm pios being so great either for a builder unit, and there's no doubt they are the best engineer class in the game, but I think the problem stems from other engineers just being outright useless. Buff the Soviet Engineers, Rear Echelons and OST Pioneers first.
Yea, true, my other suggestion was to give to all engineers (soviet, ost, USF both engineers and rears) special upgrade, which will buff their repair speed. It may cost a lot, but they need it!
Let other engineers be good and there will be no problems with Pios, I think...
And about "OKW needs stong early game". Really? They have best late game with KT's and such stuff, why should they have also strong early? Maybe we should give strong early for those, who has poor late, like USF? Right now, they are not so good in early with only Riflemans and Rears, no MGs, no ATs, no mortars - be happy and deal with it. So, let's better turn Rears into assault unit with Grease Guns, or even with Tommyguns. USF needs something in T0, because OKW's T0 is bigger, than T0 of any faction.
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Try to stay at long range vs sturm they lose big dps x model
I would like to stay at a long range, but you know what - they usually move closer and closer. And when you try to move back for to keep distance - they shooting in your infantry back with their perfect accuracy and kiling them without any damage to them, because infantry can't shoot when they move back.
And besides, it's pretty random for conscripts to fight against pios, since they shoot slow, aim slow and rarely hitting target, so bad their accuracy is. They may kill 1 model per sqadshot or may just shoot in air - very random it is. But, that's more about cons... |
They can't build bunker (you only play ally is obvious you don't know) and the aa emplacement Is a joke at least you know and to put the wire it takes 2 time the normal one and you can destroy it just fine (aprt for LV)
3-4 are you joking put 2 Royal eng vs 1 sturm
Ok, they can't build bunker, my bad. I just never use that doctrine, prefer Fallshirms. And ok, it takes 2 time more to build wire, let it be there. But... they repair faster anyway!
Put 2 Ostheer/Soviet/USF engineer vs 1 sturm better. Royal engineers are better than those anyway. Specially with Anvil upgrade.
To Scratched - Ok, repairspeed is fine, I don't argue.
Cost a lot for reinforce - if they will be less effective in combat - let them cost less to reinforce, I will agree with that.
Don't scale well - an do rears scale well? Or Soviet engineers? Or Ostheer? Sturmpios are perfect in early, and good in both mid and late, what scale you need for them?
Die quite fast - not faster, than my conscripts, lol. Or Combat engineers of USF - they dying even faster.
My playercard sux, they posted it sometime ago there. If you want to judge "by playercard" then you are on wrong way, bro.
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Wow the SP can build so much stuff like ......(and faster)
Like forced barbed wire, annyoing thing acutally. And they can build bunkers, trenches and AA 2cm with Defensive doctrine - would like to have that doctrine for USSR for to teach their engineers to dig MG bunkers. (And yea, I know that 2cm AA suck, don't remind me.)
And of course, they only repair faster, not build. But still, in late game speed of repair of your tanks can be veery important. Its very funny to see, how my 2 soviet engineers working hard and long for to repair my IS-2 or ISU, when OKW's pioneers repairs KT or JT like they are modern engineers from MIT.
And they perform not like "1.5 eng", but like 3-4 eng. Don't forget, that they fight 3-4 times better, than any other engineers without upgrades. |
Seems like you look only at half post sturm are 9 pop cap almost 2 eng squad and yes the unit they nerfed were overpeforming
Ps: they lose to rifle and is
So, 9 pop cap can be excuse for all those super-qualities, that Sturmpios have? It's not enough, actually.
I don't ask to nerf their "engineer" abilities - let them repair, build and plant fast, ok. For engineers with 2 times bigger pop cap it will be very right, but don't let them combine perfect engineer and good combat skills. If you want close combat units for OKW - ok, buy STGs for Sturmpios, say goodbye to engineer skills and let them fight. What's wrong with that? It's more, than any faction will have! For expample, I can't buy for my soviet engineers PPS-43 instead of Mosins and move them into combat without reapir/mine abilities (and I would like to). OKW will have that choise, that all factions haven't.
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Well what are you suggesting is a straight nerf with nothing to gain for a faction
I could do this for every faction (no ra for rifleman ,ostheer mg to tier 1 ,maxim nerf set up time, no more brace for Brits )
Surprise-surprise, sometime ago they "straightly" nerfed some allies units, without any gain. ISU was best example of how good once unit was straightly nerfed because of unstopable whine of axis. So, I guess we have a right to ask a straight nerf of some axis units too.
And what you wanna gain for OKW? They need something more than they have now? OK, they need artillery,so I always ask - give to OKW Hummels already, instead of useless Flamenhetzer. Im fair in that, but with sturmpioneers - they should be just straightly nerfed, without any gain.
Again - it is TOP engineer unit, which is also TOP starting unit, which is also combat unit, that can outfight a lot of other real combats, like Conscripts. I don't think, that it is right to give to ANY faction combo of best engineer+nice combat abilites. Let there be something 1 - engineering or fighting. Soviet engineers can't into fight, without flamers, like Ostheer and USF. Rears can't into fight at all and UK's engineers are able to fight only with bunch of upgrades. |