Actually the guy lost a bulldozer sherman + some more stuff both times he destroyed the panzer HQ, so just in terms of resources that more than evens it out. I tend to make that mistake of committing P4s against Stuarts as well. As soon as there is any other form of AT around it goes badly with the stun shot, the stuart is durable and fast enough to escape most of the time. JP4 I don't think is a good choice on this map. Due to all the shot and sight blockers the M10s will be superior. I understand your frustration with the M10 crush ability... it is ridiculous. |
Grens, Volks and weapon teams rely on cover and positioning in order to compete with soviet and USF infantry early game except for conscripts. Both is denied by flamer penals, mortar. So you're loosing the early game even harder. Shortly after you're looking at guards with lmgs and thompsoned-up rangers. Both axis factions have to commit at least two units to combat a single allied unit of any sort. Even though guards, rifles, penals, Infantry sections... are slightly more costly that just doesn't play out overall. On top of that you have no chance to survive without some sort of AT after like 10 minutes to repell t70s, stuarts, AECs.
Why don't you post a replay of your own where you're struggling as USF? |
There are so many posts in balance forum that discuss all that if and what and why about what you mention. At some stage this becomes just pollution. |
One of the problems with okw atm is that you loose almost any 1v1 unit engagement outside of conscripts: penals, guards, rifles, Infantry sections, in almost every circumstance. Even royal engineers make a mockery out of them at close range. They can hardly ever win anything on their own which forces committing multiple units into single engagements. Can't believe people are asking for a volks nerf at the current state of balance. |
Powerful CC unit, which can hide sweeper, with great veterancy which is gained damn fast with schreck and nades.
Nerf is needed so your 90% damaged KT won't back to fight with full health in 30 seconds.
They cost roughly twice of the soviet engineers, having access to flamers and demos is a huge advantage on their counterparts. That is why they are better in some areas and no nerf is needed? |
There is no need to buff OST/SU repair rate.
But there is need to nerf WFA repairs.
Sturmpios cost 300, reinforce very slowly at 32 MP, cannot build bunkers, no access to flamers and a single 90 muni schreck upgrade that denies a sweeper. So a nerf is needed based on what? |
I don't understand why they are limited to only one shrek as well. Its a 300mp unit that gets and upgrade that makes it "aight" against tanks, but takes 1/4th of the ai. Why not give it 2 shreks? Or let it take both the shrek and the sweeper? Even if you have to switch between the two (and pay for both) at least then you can actually *use* sturms as AT vs heavy calv.
Fully agree with what you're saying. |
Shrek on Sturmpio gets you to vet two and 33% faster repair speed.
True if they are actually fighting vehicles. Vet 5 Sturmpioneers are probably the most efficiant anti infantry unit at close/medium range in the game. That used to be valid against USF before heavy cavalery came along which everyone and my grandmother chooses. How do you deal with mines/demos? Every other faction has stock mines. I never understood why the most expensive engineer unit is the only one that cannot carry a mine sweeper on top of a weapon upgrade. Must have been the Zeitgeist of OKW Schreck blobs being the bane of our existence to be eradicated forever. |
Im trying to play aggresively. But if my teammates can not support me and deal with brits too, AND THERE ARE 2 BRITS, not one, I cant do anything. First problem - they have Vickers. Its not my sde of map, Its center somewehre. But in fact - Im loosing center very fast. If it would be soviets or americans - I can counter them with ISGs. But not the Brits. Their Mortars are killing crew of my IGSs very fuc.king fast. So ISGs cant counter their Vickers. And ISGs are not usefull against British mortars - they almost cant even damage them. They are building not 1 mortart but 3-4-5. Really! When there is 2 brits its always like that. With vicekrs there its impossible to come there with infantry. They can kill my squads even without Vickers - Mortars are killing everything. Ok, I managed to come close to one Mortar so I can use flame grenade. BUT another Mortars always are in different place - So they are killing my squads when they are trying to destroy that one mortar replacement. And after... After Brits already control more than half of the map. So they have advance. When I finally will have 1 Panther - it will not help so much... Its just too late. They will have Cromwells, AT guns, probably more infantry etc. Even comets
A matter of whether your anti cancer guns aka ISGs plus flame nades manage to take them out early enough. If not, Brits will just inch forward and there is not that much to stop them. What still sucks about the whole emplacement thing is that so little micro is required to make them efficient imo. ISGs should have smoke to counter vickers/maxims early enough, maybe we'll see that at some stage, hopefully. |
USF has the best positions with their blobbing into pershing or calliope tactic.
I agree with this, think the problem with these units is mainly timing / also spam in case of the Calliope. It could be improved by tech requirements for call-in's across the board (including Command Panther, OKW Ostwind, Stug-E...) imo. |