There's a principle called Occam's Razor (wiki it!).
Just like Neo, I used to be highly sceptical of this claim. However, we already have evidence that corroborates with the OP. With respect to evidence, we have (from strongest to weakest):
- Brad's Linkedin page
- Dusty's comment in this thread
- The eerie silence that has been looming over the bugs subforum since Thursday
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I watched the game and, as much as I'm really trying to see your point, I don't think any of the issues you faced were due to Veterancy issues (edit: vet-5 OKW).
Instead, it seems that your main issues were:
Army Composition issues (your fault)
- By minute 22:00, most of your army is geared towards anti-infantry (1 AT gun, 0 PIATs)
- For some reason you don't have an MG, even though you are fighting vs infantry-spam (by that stage)
- Calling in the Crocodile cannot possibly help you in any capacity to deal with his P4 (or the 2nd tank he will soon be able to call in)
- Any of the following tanks would have been a far better choice by that point (in that order): Cromwell spam, Comet, Anvil Churchill (yes, even that)
- This means that you have no answer to the JP4/PIV combo that pops up later on.
- (PS: if somebody knows how to counter well-microed Vet2 JP4s please post a guide at the Strategy section. Thanks)
Jaegger Light Infantry (Relic's fault)
- The 290 call-in cost is ridiculously low. Especially for an elite unit (no call-in cost, unlike every other infiltration unit). This merits a thread of its own
- Even a Vet0 Jagger Light Infantry would have wiped that Vet3 IS at 26:40. This is because of their crit ability (if your squad is below 75% health you must IMMEDIATELY retreat them from JLI or suffer losses).
- JLI crit ability will be fine when the JLI get an appropriate cost recalibration.
Tommy handgrip at Vet3 (Relic's fault; however, you are overreacting to it)
- You should never give double-Brens to Tommies with JLIs around, unless you absolutely know what you are doing
- Give them 1 Bren, instead (if they drop it, a nearby Tommy will have the slot space to pick it up)
- Spamming AT-Tommies was an overreaction on your part; Boys-AT will deal ok-ish DPS vs infantry (i.e, not worse than the Enfield), but it is no replacement for a Bren gun
Lack of harassment play
- For some reason, you seemed to be tunnelvisioning in the mid.
- Why not make a cheap sapper-with-minesweeper and send it to cap some territory to the west?
- Sure, you might not keep that, but you would divert your opponent's attention
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REs will always have lower DPS on long range and higher on short.
3 tommies deal much more dps then 1 vickers/bren and assuming vet3 tommy bonus actually works, that results in even greater difference when in cover.
Out of cover should net similar, but more equal results.
What you are saying is mostly correct. However:
- Out-of-cover, Tommies receive a penalty to all carried weapons (including Brens)
- In-cover, Sappers receive a pretty significant bonus which now (ever since the Hotfix) also affects their carried weapons
I also expect Tommies to be doing better with respect to DPS. However, if they are not significantly better, Sappers will be the better choice for the late-game (far more durable, absolutely ridiculous reinforcement cost, better handgrip at Vet3).
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(Considering the recent Vet1 ninja-buff to REs)
How does the DPS of an REs squad compare to that of Tommies when:
- Both are behind cover
- Both are outside cover
Assume the following:
- Both squads are 5-man
- Both squads are Vet3
- Tommies carry 2 Brens
- REs carry 1 Vickers_K and 1 Sapper-Bren
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True. They did this because cons use a weaker version of the PTRS, and having multiple kinds of the same weapon on the ground for pick up is just a clusterfuck of confusion.
Also note, that whenever most elite unit (e.g., Paratroopers, Commandos; Obers are the exception here) drop their "elite" version of their guns, the dropped guns revert to the vanilla version. Thus, most likely a dropped Conscript PTRS rifle would likely revert to a guards PTRS. This is probably something that the designers wanted to avoid.
Correct me if I am wrong, but I think Irregulars used to have a "crappy" version of LMG42. However, when the LMG42 was dropped it reverted to the prOstheer version.
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As long as we haven't had a hotfix to address the post-post-post-hotfix bugs (e.g., lolcopter paks, tactical-movement AT guns, UKF super-sappers), there is nothing to compare. This is way too soon.
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What is the best way to counter infiltration units? (Fallschimjaggers, jaeger light infantry, inflitration commandos, partysans, stormtroopers etc).
By best, I mean that the solution would have to be either (or both):
- micro-efficient (e.g., you can shift-click the command)
- low cost (e.g., munitions)
Good candidate solution would cause at least one of the following effects:
- insta-kill the squad on-spawn
- prevent the squad from spawning in the building (e.g., make it so that the squad spawns from the enemy base instead)
- Make the squad get stuck if it chooses to spawn from the target building
- Destroy the ambient building
For instance:
- If a building has multiple entrances, which entrance does the squad spawn out of (so that you only have to plant one mine/trip-wire)?
- Can you wire ambient building shut with wire? Does the unit that spawn from inside get stuck on the wire, or do they spawn from base?
- What about ghostwire/ghostbags?
- What's the best way to completely destroy ambient buildings?
- Which tanks/vehicles do you use to ram/destroy buildings?
Basically, for each faction, I am looking for the best strategy to follow in these situations to counter an opponent's doctrine (I prefer non-doc solutions. However, doctrinal ones are also OK).
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Did I hear mid game and UC mentioned?
Dost thou play the same game?
What I am saying is that with a not-ridiculously-expensive upgrade you can give your UC a new lease of life:
- Either upgrade early, to harass early game even better (risky, also loses transport)
- Or, if the UC miraculously make it alive, upgrade to LMG and use it defensively to fend off harassing units (or protect your minefields).
Obviously:
- The LMG upgrade is poor option in garrison-infested maps
- You shouldn't buy/replace a UC for your midgame (by then, you can maybe buy a sniper)
The upgrade is a 60-munitions pay-off to keep your 240MP initial investment even remotely relevant. (unupgraded UCs are only good for rotting in base or blocking vehicles for 0.1 seconds by that point)
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The vickers upgrade is an additional gun on top of the default bren
I've re-evaluated my opinion about the vickers_k upgrade, and actually you do have a point. You have my apologies.
- Sure, vickers_K deals 50% of the DPS of the bren gun (but only when the UC can remain stationary for the entire burst (~2 secs))
- Vickers_k fires its load much faster (<< 1 sec)
- This is paramount when the UC needs to constantly fire and relocate all the time.
Thus, when kiting (which is 99.9% of the time by the mid-game), vickers_K allows you to deal a quick burst of damage, relocate, rinse-and-repeat.
Mobile suppression is also a nice thing to have when supporting your Tommies, or covering the flank of an MG. UC will not be able to pin the enemy. However, quick, sneaky suppression will allow you to turn any fight to your favour (suppression confers insane combat penalties).
However, as other people remarked in this thread, UC Vickers_K upgrade is not for the faint of heart!
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Speaking of vet and fixing, anyone knows if tommies vet3 still nerfs their dps?
Directly? Not anymore, since the 25 February patch.
Indirectly (by preventing them from using weapons upgrades & forcing weapon drops), yes.
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