Great analysis and summary!
That still leaves one questions unanswered: Do I rebuild Tommies (with LMG) once I lose them or do I build Pios with LMGs?
Especially when I play with US who has an ambulance I don't really need the healing. Having one Tommy for increased vision is good of course...
2 Healing Tommies are indispensible, even if you plan on blobbing your entire army together. That's mainly because you will always have a medkit that is not on cooldown.
However, I prefer replacing Tommies with heavy sappers. If you get a vet0 Sapper squad, research minesweepers and the Vickers_K upgrade, your vet0 squad can down a vet3 LMG gren. Don't ever bother giving extra LMGs to your sappers, it's really not worth it (Sapper squad formation is too tight. Also, your Stens will help if the enemy decides they have had it with your Vickers_k and start closing in too early). Even if you lose your sapper, you will have lost very little (70 munitions). Also, the only way to lose sappers is explosives, which cost munitions (thus you bleed your opponent any more).
Heavy Sappers have the Osttruppen effect: Cheap, durable, and you don't have to bother about winning fights (although you will be winning some of them, anyway). Just let your enemy worry about dislodging your Sappers instead (even if you are fighting a losing fight, it will take a long time for the enemy, anyway). Watch out for artillery and nades, though.
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Thanks for all the tips and the videos!
So far my takeaways from these videos/replays are that:
- Garrison play is key, as it allows Tommies to retain their cover even when the enemy walks up against the garrison (where Tommy DPS is lackluster).
- Tommy-healing forces the enemy to actually commit a force to uproot Tommies.
- Mortars don't work, as Tommies can pop in and out (MGs are too slow), and can also heal.
- Lee Enfields are OK (they don't care too much about cover penalty or the Vet3 bug, and you also save munitions)
I would really advice use to wait for the June patch to make this work properly.Currently it just takes too much effort to fight OKW with a build like this.Against OH it works really fine.
Is this about the starting manpower disparity between OKW and UKF, or is this about the Second Coming of the kubeljesus?
Main problem: AEC is a waste of resources because of shreks and raketen which then forces you to go for a pak and sniper.However a luchs can just wait behind a corner to lure you into a bad position.
About the AEC, I would say this is very very map-dependent. In 1v1 garrison-infested maps, I would say it's not really useful (since it doesn't give you the tools to do anything, except for being a passive counter unit). However, anything more open, and you get the following benefits:
- Immense sight radius
- If you get it to Vet1, you get the 2nd most underrated tank destroyer in the game (capable of disabling just about any tank).
- Great screening unit for Fireflies (which is another tank you won't see in 1v1).
The main issue with the AEC is that it has an initial window of usefulness (e.g., deterring Luchs, 444 rush), then a long lull of uselessness (only there to provide vet to schreck Volks)... until the big cats come out. In bigger modes, that lull becomes significantly smaller, and thus you don't lose much. At the same time you gain a superb trading unit.
However, if you AEC hasn't reached Vet1 by that point, it never will (you need penetrating hits to accumulate veterancy, and you can't get this with this combination of low pen/bad turret traverse/short range/low HP).
Unfortunately you need to pick dlc commanders,if you dont you will probably lose.Standard commanders lack heavy tanks or other offmap abilities that could grant victory.
Tips: Snipers,brens and fast teching is the key to be successful.Maybe a occasional mortar pit to support your IS against heavy support weapon play.Last but not least if you dont like the typical brit playstyle(nasty hmg,sniper,centaur(cromwell),vanguard,matress,...) dont play them this patch
Of course, anything to support the ISes would really help. However, I was just wondering what should be the limit of my expectations from that unit. From there on, mix-and-matching will have to do!
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That's exactly my point. They need LOS to be effective now since they don't provide their own.
Having access to recon is one of the most trivial things to accomplish in a teamgame (the topic of the OP).
Moreover, skillplanes don't require line of sight (i.e., fog of war). They only need the target to be visible for a split second. You can make a target visible by e.g., firing a panzerwerfer over the target area (at max range, to reveal as many tanks as possible).
This is also why, if you plan on using an AA vehicle to take down skillplanes, there is high chance that the vehicle itself will be targeted (and die).
Each skillplane summoning grants the user with 2 planes, and 3 strafes per plane.
The very instant that a target becomes visible, the skillplanes have acquired the target. Thus, they will go for a strafe (which can follow the tank even outside the indicated area). To pull off additional strafes, you need to make a target visible in the affected area again.
In 1v1, this is still considered acceptable because:
- Resource income
- Recon is not readily available in containing doctrines (well.. except for Vanguard).
- Skillplanes mostly works as area denial, since nobody will go back after the first run
- Thus, in 1v1 you only benefit from the alpha strike of 2 strafes (1 per plane)
In teamgames, everything is the exact opposite. And to be more precise:
- Summoning 2 CAS loiters at once means that there will be 4 planes hitting an armour blob at the same time.
- Thus, you get the alpha strike of 4 strafes. That's more than enough to turn a game.
- This doesn't even require any real coordination either. Even in randoms, you can type "Summon skillplanes here, now <ping>" (then, you just wait until you see your teammates' red smoke pop, and you do the rest).
- No counterplay possible.
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AEC, LMG tommies, AT guns, insane damaging and long range vet 1 vekers. I dont quite understand how you understood the meaning of "support" in my post.
What I meant with my response is "Teach me how to do combined arms with non-doc Brits".
I would bundle the AEC in the same category as the Cromwell (both cost a similar portion of resources).
- If AEC + Cromwell is supposed to be an answer, then waiting a bit more and getting Cromwell x2 might be a better answer. Now recall that we are trying to argue that Cromwell Spam should not be THE option.
- Now, if you are (legitimately) concerned that Cromwell comes too early, why not propose increasing the Teching costs a bit? (e.g., offset some of the cost to tech grenades -- that few even bother with -- to T3 costs).
Just to make sure we are on the same page. Can you enumerate the support options that OST has available to them:
- By the time the first Cromwell/P4 hits the field.
- By the end of the game, when everything has been researched.
If you are honest with yourself, you will see that nothing can outdo the cost-efficiency (and the options gamut) of OST support. This is the reason why the Cromwell needs to be more cost-efficient than the P4 (it could be nerfed, but the cost-efficiency gap should remain).
The reason I asked about the support options is to point out the gaping hole that the Brits have with respect to indirect fire.
- If your response is "Mortar Pits", are you actually recommending we keep emplacement spam as it is, so that we can hit the Cromwell?
Yes, it's stupid that Cromwell is an one-man army because of this. This is why I am asking you: which doctrinal UKF option would you turn into non-doctrinal to cover the holes?
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Yeah absolutely, it is an op killer in AT games. I always wondered why it is so cheap, while all other more RNG based Tank loiters (rockets) cost a lot more. JU-87 loiter only cost 110 munition. This plus the ability to get munition for fuel in the same commander results in a cheap, spammable ability with an absolutely insane damage output even to the heaviest tanks.
You get the whole thing (1x Artillery Flares + 2x Ju-87) for 280 munition. That is not much for the garuanteed destruction it will bring upon your enemies. Imo in AT it is stronger than the pre-nerfed Artillery cover, that gave you a chance to escape at least, because of a higher delay between smoke and shells plus slightly worse recon commander abilities on allied side (Artillery Flares is just the best one for reliable LOS at an area).
The loiter skillplanes actually cost 200. There is a similarly-named ability in the CAS commander that only strafes in a single line (and costs 110).
However, the total cost is not necessarily 460 munitions. This is dispersed between 3 people and is (thus) easily achievable (2-3, sometimes 4 times in a game, depending on your resource control). You only have to pull this off once, and you won the game. Just bait the enemy to blob their armour by presenting your Tiger(s).
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Make it more expensive then and leave it as it is, fine. There are not a single reson why cromwell should be better then PIV and cost less.
Right now, PIV is rely on vet and armor, Cromwell rely on speed and hit-and-run tactic. Its still good tank and it still would be powerfull. All it would need - support, it wont be able to dodge half of the hits, thats it.
I completely agree with you that incentivising people to use supporting units (rather than X unit Y times) is going to help improve the game.
However, considering it's the Brits, which non-doctrinal units do you have in mind that can support the Cromwell? (I can think of the sniper, but OST also has a sniper that is about equal).
If there is no answer to that, which doctrinal units would you propose to make non-doctrinal?
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Thread: Bofors19 May 2016, 18:43 PM
That spreadsheet does not take account for the way people ACTUALLY tech. Take USF for example, a majority of players decide either Lt or Captain before going Major for tanks. That is a lot cheaper than the spreadsheet makes out. Not many good players tech serially, unless forced (ukf). Soviets also usually decide either tier 1 or 2 before 3 or 3,4. Ost choose tier 1 or 2 then they choose either tier 3 or tier 4 (with tier 3 research). Basically its not as simple as that chart makes out.
It's true that calculating the teching cost is a rather complicated business. Firesparks chose to do it this way, and you are right to have objections to this.
How would you recommend to calculate the teching costs?
Basically, if you could provide a similar-looking spreadsheet, it would really help to prove your point.
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Also note that these airstrikes need LOS now which makes a big difference
For 1v1, perhaps (where the ability is expensive). For anything above that, not really.
The problem is that the JU-87 planes acquire targets on the enemy armour INSTANTLY the moment the ability activates. Thus, even if you IMMEDIATELY move all your tanks out of the circle (even out of LOS), the first strafe is going to be successful (for both planes). (If you don't have good initial vision, just yell to an ally to throw some Artillery Flares on top. Done.)
Now, add the fact that multiple teammates can focus fire on the same "armour" blob, and there is no counterplay to that.
This is a bit like the pre-nerf Artillery Cover. Only that this time there is ABSOLUTELY no delay; and that you can't really dodge the planes if there's 4 of them coming to you at the same time:
- If a tank has low armour, it's dead
- If it has high armour, deflection hits will crit the target to stun it. Thus, it's dead either way.
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Brit Emplacements need a redesign. The current design (brace, counter-system) is an all-or-nothing system. This will only allow for fluctuation between complete irrelevance (and thus no indirect fire for Brits) or Sim City abuse (and high levels of salt, everywhere).
- OKW
This one's tricky because it could affect 1v1. One Schwer HQ on the field and you can still use air based munitions abilities (sort of). 2-4 Schwer HQs on the field and you immediately shut down all plane abilities. Many Soviet and the USF Airborne commanders are now firmly out of the meta.
The (first) AA, currently comes completely free to the OKW player, and is strong enough to withstand anything but a fully-committed frontal assault.
If a player is good, they can capitalize on the strong (and completely free) bonuses that this ability gives. However, if you are good enough, you really didn't need the enormous advantage that the T4 flak provides anyway.
If somebody messes up and loses this, they immediately fall on a terrible disadvantage, since replacing the T4 is way more expensive than the utility the free AA provides. This, again, is an example of an all-or-nothing design (see emplacements).
My proposal:
- The T4 comes with no flak weapon attached to it. (you need to upgrade)
- If you ever have to replace the T4, you can do it for free (the price of the HQ truck; does USF/UKF pay for anything to repair their base?)
- However, every time you want to redeploy the AA canon you need to pay some price.
- Paying the same price as an 17-pounder would do the trick, since the gun is great at deterring infantry, and also good enough to deter medium armour rushes (with 10 popcap, though, equal to Bofors)
- As a compensation, the gun should become controllable by the player (maybe even with attack ground).
- (The Bofors is currently way too underpriced, and everybody knows this).
Skill planes.
In 4v4, we can have all these different air abilities flying at once. We used to have a limit to how many p47s strikes could be in the air at once. With the Brits new abilities, you have 3 different type of OP plane abilities all flying around at once. Its unfortunately game changing and cheap play. Players now build ammo caches to stock munitions just for this very purpose. Its madness. Limit the air abilities to one per team at any given time.
Quoted for Truth.
Air Supremacy
Remember when Air Superiority was nerfed so that it wouldn't one-shot OKW trucks? That was a great change. Now it is an awesome denier ability, and if you want to use it offensively to wipe OKW trucks, you also have to follow up with an assault (otherwise, you just wasted 300+ munitions).
... unless of course you use 2 of them at the same time. No counterplay possible (if the map forces you to bunch up trucks).
OST JU-87 AT loiter
The ability alone is borderline broken. However, you can mitigate this by making sure your tanks are always at full health (and hugging the enemy tanks when the ability is used mid-combat). It also helps if you keep an AA unit in the rear to shoot the ability down.
... unless the enemy decides to summon two of these abilities at the same time. This will instantly annihilate ANY vehicle present, in the first pass (including Churchills, or any unfortunate AA unit that you happened to be present). Because, counterplay. JU-87 spam waits for no man, woman, child or small furry animal.
agree with everything except Tech/Building Independent Call-in Vehicles
down with FRP already.
Since Relic seems to be actually reconsidering fundamental aspects of the game (e.g., vehicle crush), wouldn't it be a great idea to also trial removing FRPs? At least in the official balance preview patch?
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Mate please.. could you edit your quotes.. i only commented the first one. :-)
Ooops; Sorry! Done!
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