I usually use Brummbär + Elefant - Brummbär counters AT guns and Infantry, Elefant counters tanks. Panzergrenadiers with Schrecks (or later a Panther) counter flanking attempts. Once the enemy can't use tanks effectively he will be forced to send his infantry in first and that's when the Brummbär hits. This setup is pretty much unbeatable on most 2v2+ maps that allow usage of heavy tank destroyers. Regardless the Brummbär will still inflicts heavy casualties, even without a heavy tank destroyer behind his back.
This is a clear-cut case of the Elefant being OP. Try the same strategy without an Elefant commander, and see how that goes for you.
Throw something that can handle infantry decently together with the Elefant and you have an uncounterable strategy for 4v4.
Without the Elefant both Soviets and British have the right (non-doc) late-game tools necessary to dislodge you (SU-85, Katyusha, any non-Centaur British tank).
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Actually, the only faction I can conceivably think of suffering vs Brummbar is USF, but that's a USF late-game issue (flimsy Jacksons; complete lack of scout units to provide vision to the Jackson, etc)
@OP vs which faction are you considering the Brummbar to be overperforming, and what kind of support does the Brummbar usually receive (teammates? doctrines? etc).
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Does this mean you will also make the Bulldozer Sherman a bit better for it's 140 fuel price tag?
Everything:
- Bulldozer
- M8 Scott
- KV-2
- ISU-152
- Brummbar (shot centering)
Another issue with the Bulldozer is that it has shit penetration. Brummbar can damage tanks that mindlessly try to engage that from the front.
Of course, we're not stupid. We're not going to fix call-in-tied stuff until we are allowed to solve the call-in problem.
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The primary issue with the infantry-demolishers class of vehicles is that they tend to overshoot a lot if left to their own devices, which leads to an even greater performance gap.
This makes an entire array of already useful units appear as useless. I've lost the count on how many times somebody has said Brummbar is useless.
Before you judge them, the list of people that complain about the "uselessness" of the Brummbar even include some of the top-most players (perhaps they play too much 1v1 and they never tech up?).
We've addressed this issue with the Stug-E already (its shots are now perfectly centered around the impact point regardless of whether you use attack ground or not), and will be doing it for all infantry demolishers.
On-topic, the Brummbar is OK for its price, and we will be adjusting the competition to its performance.
It's the whole supporting web that comes with the Brummbar (Dive Bomb, Stugs, Elefant) that make it overperform for the game modes you are concerned with, rather than the Brummbar itself. Finally, another issue that heavily skews the perception of Brummbar in these modes are:
- OKW's massively OP repair speeds (try repairing Brummbars with OST Pioneers)
- OKW's overall late-game performance
Ostheer spends the entire game being reactive/defensive; T4 needs to offer the kind of tools that let OST go on the offensive, otherwise OST will be a lame faction to play.
OST infantry can't go toe-to-toe with allied infantry; and you can't force OST to crutch on the MG42 for the duration of an entire game.
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Ah, ok, your reply was referring to the second clip, thanks for the clarification.
However, in my question I was actually referring to the first clip where Luvnest tried to take out the OH sniper with the Brit sniper...
He should have either:
- Right clicked directly on the sniper (tricky to aim), or
- Turned off hold fire before using A + click
Either would have resulted in Luvnest's sniper scoring a kill.
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Not sure I understand: So, the OH sniper killed the British sniper via autoattack? That means never have a British sniper attack an OH sniper unless the latter is busy shooting some other dudes, right?
In that case counterplay would be to send in some other squad first that the OH sniper would attack and then attack with the Brit sniper, maybe?
In the different "times" that the engine knows, is there something like an "auto target acquire time" that could be tweaked so that an autoattacking sniper is slower than a manually attacking sniper?
The guy using the OH sniper tried using incendiary rounds on the British sniper, mistakenly thinking that incendiary rounds fire faster. (they do fire faster, but only when a bug triggers).
During the time the OH sniper was in range of the Brit sniper, the Brit player may have issued an attack command on the OH sniper. I am guessing ready aim time caused the Brit sniper to derp a bit, preventing it from turning.
By the time the Brit sniper had turned, ready aim timed had factored in, and now it was time for fire-aim time.
During that time, the OH sniper guy may have thought he was safe because the Brit sniper had not yet turned, which explains his reaction.
The OH sniper should have simply right-clicked on the Brit sniper and finish him off using auto-attack.
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I have to check the aiming times.
However, ready-aim time starts counting from the moment you issue the command, rather from when the sniper starts aiming.
The guy that lost his sniper had been in-range of the sniper for long enough.
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1. When you use attack-moving, you are ordering the sniper to stop and use auto-attack.
Hold fire disabled auto-attack. Working as intended. This is the same behaviour for all units with hold fire.
Verdict: No bug
2. For the second clip, the guy tried to use incendiary rounds.
The intended behaviour for incendiary rounds is to spend a long aiming time reloading the incendiary ammo and fire.
Unfortunately, due to a bug, the reload animation at the start of the ability rarely ever plays out during combat leading to an instant double-tap. Thus, players have grown to expect that incendiary rounds should fire instantly.
Once we feel confident that OST and the OST sniper is in a good spot, we will fix this second bug by enforcing an aiming delay on the incendiary rounds ability.
Verdict: The sniper worked as intended in the clip. We will fix other type of behaviour in the future.
PS: The same bug also affects a multitude of units ranging from the King Tiger, JT, etc, etc.
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Remember that the only nerf the halftrack received is that of its main cannon vs infantry. The MGs of the halftrack are still good at wrecking and suppressing infantry, even on the move. MGs improve even better with veterancy, now.
The main gun attack is obstacle and position dependent and also comes with a long reload time. However, if you use it properly vs infantry caught out of position you can wreck them.
My advice to you is:
- If you don't have a clear shot to the enemy, put hold fire on to reserve AA ammo; the MGs will still do work vs the target
- If you get into a better position to the target, turn hold fire off and let it rip
- If you suspect a vehicle coming around the corner, reserve ammo for the vehicle
The AAHT received numerous buffs to help it scale. Most crucially, given how broken the JU87 loiter is, it's a great unit to have around to mitigate that.
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This doesn't seem to be normalised since ost and soviets would remain the same and okw would still have the highest repair speed of all factions (50% faster than ost/soviet repairs in addition to mech repairs) for no particular reason. Why not tone all repairs down to ost/soviet levels (afterall ost is the gold standard)? I'm sure there would be a way to address the 5th entity in ukf and usf squads somehow to allow for equal repair speeds.
Additionally it is also a lot harder for any other builder to reach vet 2 since they're not combat units and mine sweepers further cut down their limited combat viability.
One of the main issues against okw is that if you do not manage to kill a tank it will be back in no time repaired while any heavily damaged ost/soviet tank will be off the field considerably longer which is better in my book since it at least rewards having dealt the damage.
Sturmpios cost 50% extra MP. Therefore, they should repair 50% faster. Otherwise, OKW will fall too far back. MechHQ would be kinda balanced because Sturmpioneer popcap is 9 as opposed to 5 for a pioneer squad.
Currently, MechHQ is the cherry on the top of the most OP repair speeds in the game. With nerfed Sturmpios, everytime you get snared you will have to get back to base to get the snare damage off.
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