No longer possible to construct emplacements in the base sector
IMO mortar emplacements need a nerf for auto-fire as well. |
Well, the 251 flamer can go against perhaps one Maxim. After that, it has to repair. Against two Maxims, you can't risk it, because the Maxims are capable of simply destroying it.
Not saying that any of it is perfect. Run a sweeper squad close by anyways to repair and capture after engagements. The Wehrmacht counters aren't meant to knock maxims completely off the map either, but there is a difference compared to OKW, which is more or less defenseless against this on garrison heavy maps given similar skill levels. On open maps it still requires more planning and micro to counter maxims. |
Both AAHT and Luch are average at best, dealing with maxims in garrison. They are much better in open. Ya, the anti-garrison buffs don't seem to do much more than before. |
Any feedback on Flak HT yet to counter maxim spam since patch? Wehrmacht has a couple of tools that can help like mortars (with smoke), sniper, flamer HT but OKW does not have any of that. |
IS2 + ZiS is great combo. With only one Panther I cannot quick finish IS2, but I am only average player.
It would be allways better to play KT + AT gun, then only one allowed Panther.
Panthers are tank hunters that have very little AI capability, IS2 is heavy to soak up dmage and capable against all targets. It is intended for the panther to help repell IS2s, not quick finish them. With regards to OP, ya the problem is that the comet beats panthers in most situations and has pretty decent ai capabilities as well. I think it shouldn't bounce AT rounds like panther or stugs as often as it does. |
This is what I see most games I play (2v2)
Now as for the 1919s that have to be at a complete stand still to fire, I'm proposing a slight nerf to bars on the move but a buff to them being still. Someone can work the math out to where the 1919s still out perform in the still category.
Doesn't the upcoming patch limit 1919s to one per squad? Not sure how that factors in. |
The upcoming buffs to flak halftrack might help OKW a bit with garrisoned maxims. We'll see ... |
Change lend lease by tiing sherman to tech and nerfing dushka a bit
Problems solved
++ Along with tying all medium call ins to tech, Stug E, Ostwind, Command Panter, Pershing, M10s, Bulldozer. The problem with this commander is that the MC4's don't really have distinct weaknesses towards infantry or Axis mediums. People win with this commander without tech at all. Early con and dshka spam provide plenty of map control and the MC4s are early and numerous enough to mop up, especially against OKW as that faction only has flawed early counters to blobs and garrisoned MGs. |
Everyone's assuming the model spacing fix will make things perfect, and yes, it's a HUGE fix (fix, not buff, because this was cancerously incorrect game design, not just lack of balance), but this won't change the inherent problem with four-model squads being unviable due to pure math.
Grenadiers, Obersoldaten, etc. lose their first model INSTANTLY upon engaging ANY threat, including just direct rifle fire, which is a loss of 1/4 damage right off the bat, making the unit useless. All the while AoE weapons are both less common and less reliable, so the same brutality doesn't swing both ways (see: flamethrowers vs five and six model squads).
As such, even if the model spacing fix actually works as intended, it won't be enough.
There are plenty of planned changes besides spacing last time I checked: All light vehicles, USF mortar, penals, guards. PGrens got a slight buff, so did Pios and Assault Grens. All of that combined has to have some impact at least. |
Like I have stated, Obers are completely fine as they are! However, the majority do have a point in saying Obers come out a little too late and reinforce a little too long, but that shouldn't be enough to dissuade them from getting Obers. Come out late? They are meant for late-game AI powerhouse, of course they gonna come out later! Reinforce too long? Then don't let them lose models! Keep them behind Volks (Powerful at long-range, remember?) and voila! But then Volks, they are being a little bit too durable for what they cost, especially the upgrade which makes little to no senses. Since Obers fight behind Volks, while don't give Volks more close-range DPS through upgrade so at least, they won't steal all of Obers' kills.
I think Volks are also fine atm, they are cheaper than riflemen and sections and hence don't do the job once those are vet three and have double upgrades is the reason to get Obers. Giving Volks very mixed weapon profile upgrades will make them useless I think.
Upgrades for riflemen, sections, guards are eqaully a no-brainer and in line with their overall range and mobility profile, they just scale better than Volks. The only mainline infantry they outscale are Conscripts without ppsh. But in Soviet matches most people play Penals and Guards these days anyway and they fully outclass Volks. |