There's not exactly a universal balance of vision. Some have tells, and other units like a 222, 221, pathfinders, ect. have no tell at all they are spotting you. The beam was back when it literally marked targets through fog with a red outline, basically being a map hack. |
My best advice is anytime you tell a vehicle to attack something, immediately press "halt" or the associated hot key. The vehicle will still target the unit you told it to, but will no longer rotate to do that and can still be given commands. UFA AA Half track is nigh unusable if you don't do that for example. |
If you are reluctant to use snipers, I have seen some cautionary play against a sniper used.
They go UC into fast AEC and use a mechanized force until they either get the sniper, or can use commandos to kill the sniper/deter it. At least that way you won't bleed from the sniper as hard.
Could also be hyper aggressive which is hard as brits but you don't have a lot of options against a sniper. Going somewhere else so he can't set up shop and potentially flanking the sniper can work. |
But, uh, Fusiliers have pretty much the same burst window as Volks. Their G43s are individually stronger than a Volk STG at (almost) any range, and they get three as opposed to the two that Volks get. (Coupled with the addition of a whole extra model) Fusiliers honestly have a /stronger/ burst window than Volks, while also scaling better into the lategame.
Seriously, just scrap the current STG upgrade, and replace it with some sort of "reserve" upgrade to make them better anvils for the Obersoldaten Hammer. Fusiliers simply act as better Volksgrenadiers; If Volks didn't have sandbags there would genuinely be no reason to produce a Volksgrenadier squad if you could just go GOD or Breakthrough and get Fusies.
Early game Volks are better simply because their close damage is higher and if you are assaulting more then likely you'll need to push with your sturmpios. When you get a truck out, lava grenades are incredible pressure because they deny your opponent cover. A grenade denies it for a second and they'll most likely dodge it but the ability to deny cover/punish them for approaching you is strong. Then, their STGs can be upgraded for 60 muni compared to fusiliers 90.
When I say burst window I'd argue the first 5-7 mins of the match. Once fusiliers get their G43s (90 muni per squad) they just become straight up better and better then most infantry in the game. But, you do sacrifice all that early pressure volks can provide. |
Glad to see others are being made aware of the Balance Team's lack of Balance.
I hate when UKF/USF is lumped up with SOVIETS. "Soviets have insane shit? Man screw the allies and their OP stuff"
As others have said, just a RA buff later is really all that's needed. They are pretty good meatshields, they have an insane burst window early and then fall off like a sack of bricks. If you want consistent infantry that don't have that burst window you can get fusiliers. I would like MG's to be buildable when I order a truck instead of build one so you can supplement your BO earlier but alas.
Also Kubel is dumb with micro, but I guess that's just a general light vehicle problem. |
It was more gritty because from a gameplay perspective, the game was more brutal to mirror the theme.
Deep snow sucked to move through, so if you had to you just felt like a sitting duck getting slaughtered. You were fighting the weather via blizzards and frostbites while also fighting your opponent. Ice was everywhere and when it broke it took whatever with it being a squad or a tank.
The WFA seemed like it sort of had an idea what with OKW's backgrounds being fire. Though they probably in the end backed off because clearly OKW was supposed to be the SS Waffen but they probably felt going hard on that would get them in trouble. |
Non-doc it's not that feasible because Bars only upgrade your close range damage, so you'll be walking into their blobs.
HMGs sort of help but not really. Flack halftrack only counters 1 infantry in a blob. The Mortar Carriage in Tank tier is actually pretty good at it but it's so far away. Realistically you have to pick a commander with an LMG and counter blob, or Calliope in 3s. Paras do well too. Do not pick rangers. |
of course. So a follow-up question might be how better players handle this. I use mines, MGs, AI vehicles, but in team games, you often see two or more players combined their swarms. Is this why high-level players don't play team games ?
Blobbing wins when it hits you hard and at random. When it consistently drains you of MP while he doesn't lose any. Because at that point it's a slippery slope where you are spending so much MP to reinforce losses he didn't take. So you are bled and unable to buy the counters to said blob. It's very important to initially scout out if your opponent is a blobber and not to drain your own MP with losing engagements. It's alright to just instantly fallback if you have just then realized he's doing it with your squads out in the open and spread out simply because you can't win anymore. It's at this point scouting tools become important.
Different blobs do have different counters, a tommy blob is infinitely worse against any light vehicle vs say a volks blob. But a volks blob can be outgunned.
It's worth noting mines/grenades/other muni utility are a trap against massive blobbers. Because they will buy gun upgrades to ensure they keep winning in any firefights while having a sweeper in the blob.
Counters are basically an MG42 or a really good/suppression light vehicle (Like an M5 meat grinder) that can be mobile and dodge snares. Have something that forces them to run at you while you take good cover and you'll win most likely. |
If a tank escapes with 20%of its health and needs to sit in base repairing it is STILL countered. If it's not on field generating value you have won a victory. You do not have to kill every enemy unit to win, just keep them away long enough to make gains.
By making you invest so heavily in deterring it, that is called making value via popcap/resource spent. Or it striking at random points on the map, forcing infantry to fallback, is to make value.
I guess I wouldn't be against the argument of increasing it's range but decreasing its movement speed. If the thing has as much impact value against infantry as a heavy tank I don't think it's a bad idea to mirror one. |
Why are people bringing up combined arms like Stuka close air support doesn't exist along a popular tiger commander? Don't somehow make a tank only usable because of a commander skill, because that means the skill is the problem.
I remember briefly talking about the Pershing in another thread, and that it's biggest Achilles heel is its veterancy. It's rangers levels of tacked on without any thought put into it. I was a fan of the 50% attack speed at vet 3 because it means if a USF player kept a panther alive vs the best AT in the game he was rewarded with high dps. Now? Not sure the tank isn't bad it just has to go up against the Pak 40, Panther, and others.
Fix it's veterancy or give it a specialty purpose. I wouldn't care if it had 800 hp or 720 so long as it had stupid rate of fire. Then at least it fits with USFs offensive theme. It's not particularly fast either if I recall, I wouldn't mind that either. |