Thread: RK 43 5 May 2021, 17:11 PM
It's an improvement that double ups the dps compared to the Garand at 35 range. Compared to the Stg44 vs the kar 98 the same improvement of double dps is seen only at 15 range. The only threats to a single bar riflemen are superior enemy cover, Obersoldaten, vetted Panzergrens or Grenadiers with mg42 at max range in green cover, surely not sturmpioneers or volks with stg.
That's a bit disingenuous because you get two STG44's for the price of one bar, so technically you start to double up on dps in the 25-30 range. You also ignore the fact that you just get the option to upgrade for teching wheras USF have to tech for it. You can also just upgrade it on the field for shock value. They have different advantages and keeping USF at range is a big deal. Volks aren't the greatest combat unit but imo you aren't giving them credit in their power spike to STG44s vs One Bar riflemen with low veterancy. |
Thread: RK 43 5 May 2021, 16:14 PM
TBH, I'm quite surprised anyone thinking 57 is the best AT gun. Thought (at least in Kor. community) we all agreed on the pak 40 is the best one.
Well, I don't mean to discredit peoples opinions but I think it's hard for most people to notice in the grand scheme of things how much the 57m hurts you as USF cuz on paper it SOUNDS good. "Whoa 30 muni for extra pen? Awesome!" "Whoa I can snipe a tank? Awesome1" Then you notice you'd spend 60 for all that, a Bar. Then you typically need TWO at guns. Then you realize that if you don't use the abilities, you won't pen a p4. Then you realize that your veterancy bonuses don't actually help you, but other factions vet bonuses on AT guns make them BECOME 57m with AP rounds passively.
There are golden moments where someone runs an unprotected tank into two 57ms with AP rounds and it doesn't bounce(rng), and disintegrates the enemy tank. So it skews opinions.
It doesn't, 1 bar already destroys any enemy mainline
That's a pretty false statement. When you look at it the Bar isn't a crazy good gun. It's basically a better Garande, which means it only ever really shines if you get close. Getting close means running out in the open getting shot at and losing models. If you ever really want a one up on your opponent you'll need two bars. |
Thread: RK 43 4 May 2021, 16:25 PM
Pershing do have good AI dmg, but its armor(270) is actually less than vet2 panther.
Too sad... it needs to have at least 300 (same as tiger) IMO...
all panther veterancy is useful, Pershing veterancy is a sign that they don't know what they want it to do. Like hell I'd ever drive it into a Pak line with fausts to "grenade throw". Oh wow it accelerates 30% faster? That'll help out breaching the line with the armor it doesn't have.
Vet 3 is great it ups its dps. Other then that yea it's basically a Tiger tank with it's lethality. |
Thread: RK 43 4 May 2021, 16:03 PM
The 57mm is great when it comes out, but falls off later because the other AT guns (ignore reket) get very good veterancy that make them fire faster and hit harder. As Leith says, it's great as axis against usf because their armor is paper. I was thinking this the other day when I used a Pershing that the Pershing actually isn't that bad, but Axis AT weaponry is so good that it deters it better then say, a 57mm against a panther.
About the Reket, I don't like it simply because it promotes bad play with the ability to fallback. So it just further encourages OKW players to blob and when things go south hit fallback on everything. I think it'd be far better to just get a standard AT gun anyway since the Reket misses so much. |
Inb4 someone actually is naive enough to believe that royal engineers are actually good if you put weapons on them other then PIATs, lets remember that REs are the ONLY infantry in the whole game who do NOT get ANY accuracy vet.
Their firepower does not scale, its ALL about the weapon itself and it falls short badly against vetted inf.
I side with katitof on this one. for fun I have attempted to use Royals as a mainline infantry and honestly it's both bad and good.
In no realm of possibility will a firefight ever consistently be long distance and in heavy cover. Additionally since they have stens, they are missing out on long range DPS if your opponent decides to group his forces together to shoot at you. The reason they can beat LMG grens is because they don't have crazy RA bonuses later on. The idea is that heavy engineers will outLAST you not out dps you. If you force them to move even slightly or just get rid of their cover they're dead in the water.
Tommies stand a chance against PG's or Obers, Royals do not you really feel that lack of accuracy when you are facing squads with good RA. |
Buff the AA ht by giving it ap rounds
Hi Von, love your streams.
You know I tried to experiment with the stock AA HT and often compare it to the M3 halftrack. One is 90 muni 30 fuel vs the flat 50 fuel.
The thing does weirdly against things like the 222 where sometimes it just won't fire it's damn flak rounds even when stationary. When the thing WORKS it's actually pretty good but getting the damn thing to work is a nightmare. I won't even touch on it's pathing. I also noticed it only seems to suppress one squad, not a blob, I don't know if that's intentional? I don't think it's flak rounds penetrate a luchs, I never got that far. I tried once but it died so instantly I think I did that much dmg to it.
Then when you use the M3 it's night and day, it turns great, it suppresses a blob, it has killing power. It can actually beat a 222 as well. It loses to a luches obviously.
I like your suggestion since it makes the flak HT at least have some purpose over the M3, it can fight a luchs or equivalent and not risk losing to a 222 just because it decides to not fire or a do a weird jig. It therefore trades raw suppression power for that trade. I don't know if they'd do it however. |
They should never be good enough to be a top end strategy. When they are, they are incredibly oppressive and manpower attrition becomes a non-factor. It also completely bypasses the concept of team weapon weaknesses for Ostheer. |
Continued Wishlist:
Easy 8:
I think we've seen 3 reworks proposed for this unit now, but none have really hit the mark for most people. I've seen at least 2 other people suggest that they emphasize its speed and toughness over the earlier Sherman variants, and I'm inclined to agree thats the direction to go.
Let it continue to bully P4s, but make it fast and tough enough to get out of situations it can't win. Make it a legitimate threat to crush infantry and flank bigger tanks, while being tough enough to make it out alive.
Rangers:
I'd really like to see them get another ability. They are just so bland for an elite unit. Things like Fire Up, Smoke Grenades, or even Camo would help differentiate them more from Paras.
Infantry Company:
Its a pipe dream, but I'd love to see the Halftrack replaced by Rangers here. It would give the new Rangers a doc with the 1919, and give it elite infantry to further differentiate it from Rifle Company.
Heavy Calvary:
Swap Smoke Barrage for the 240mm in Armor Company.
The doc actually isn't the worst thing in the world for 1v1s right now, but since the big complaint about it seems to be its performance in teamgames, I would suggest moving the 240mm Barrage out of Armor and into Heavy Cav. If it keeps the LeFH killing power in some form, it will at least bring something besides the Pershing and Rangers to team games.
I do feel like rifle company promotes offensive play with rifles and closing the game out, so I enjoy the idea that the E8 is very good on the move as it promotes rifles running alongside the tank. I liked the idea of bringing riflemen smoke grenades back, but could have theirs be "higher cost". It depends on the limitations of what the balance team is allowed to do.
For Rangers, I love the idea of giving them Fire Up simply because it's thematic with their Coh1 incarnation but it'd probably be busted unless it lasts like 3 seconds. Panzer Grens have mobility with vehicles nearby so I imagine it wouldn't be too much of a stretch?
If Infantry company did that it'd probably be the best commander in the game unfortunately. Every commander has to have some weird niche thing.
I enjoy the smoke barrage in Heavy Calvary. Making it muni cheaper is going to make it a fine ability, just wish it plopped ever so slightly faster.
I agree with everything else though. |
Is it outside the realm of possibility to make either tank hunters buildable after a platoon command post or at least 1 CP? I feel like being forced to build an AEC every game to counter a 222 or luchs pigeonholes British build orders. Least this way they have a way to slightly fend off light vehicles. Spending a precious Tommy squad to fend off vehicles hurts the British player like it does upgrading a penal squad. |
I think it comes down to a bunch of factors. For starters, your commander choice may compliment going one or the other.
It also depends on the match up, their commanders, and game mode. Like I personally feel MG's are worthless against fusiliers because their sight range/flares eventually outranges your MGs. But against volks it's not half bad. OR the ML20 is pretty good against OKW, but against ostheer it's somewhat bad because of fausts and fast 222s. The stuart doesn't necessarily counter a 222, just deter it since he's not going to be dumb enough to lose it. So that can put you behind in the tank race.
Captain is arguably just safer, but you lose access to MGs. Personally I feel the smarter my opponent is the less optimal MG's for USF becomes. As shitty pathfinding as the halftrack has I do appreciate it's mobile suppression. Then later in the game it negates air support. I think the captain is also a useful team player because of ON ME and Supervise. |