The damage of certain weapon like mortars and grenades can be fixed changing the damage modifier they have vs cover and imo it would make more sense since this weapon should be specialized in dealing with entrenched troops.
I thought after 5 pages of theocrafting, at least a basic test was necessary.
The theorycrafting was not from my side since I am probably one of the few people posting in this thread that actual has in game experience with the this tactic.
Since you keep dodging the actual points I made, I'm out of this discussion. Good luck with this one and see you in the next one.
From where I stand you are the one dodging the the questions about distance and how it increases the advantage.
As for the point made by others about "map control" in order to one to have a chance to win the initial engagement one has to move all his unit to the point of interest so "map control" is equal or point of interest lost.
All this while there is so much speaking against it being OP. There is no point to make here, you make claims and don't back them up with tests, and the reasoning provided is fairly weak.
I even just tested it: On Whiteball, rushing fuel, OKW's SP arrives there at 1:05, the first Volk about 20 seconds later, the Kubel arrives at 1:35.
Trying the same thing with the allegedly problematic UKF strat, first IS arrives 1:05 (no surprise), while the Sapper+UC combo arrives at 1:32.
Now, Whiteball is not the largest map available, but it shows the scale of the "problem": You're arriving maybe 10 seconds later than the UKF player. You've not shown in any way how this is problematic. If it were, games would be decided by the first engagement only.
Nice to see that you actually did some test. Do know appreciate the effect of distance?
I laid out the typical scenarios on what would happen in a real game. Even in a Vipper vacuum world where it is 1 Grenadier vs 1 Royal Engineer, as the Royal Engineer Squad is running up close to the Grenadier(or even volks)
It will drop a model or 2 before getting in optimal range and would most likely end up in a tie forcing both units to retreat which is rather terrible when you consider that Royal Engineers are more expensive than Grenadiers and you chose a doctrine for that.
Glad to see that you have reconsider your original post where you clearly implied that grenadier/VG losing to RoRE happens only by the player moving Grenadiers/VGs to "melee" range.
No, I have not seen that combo regularly, nor in the recent weeks. Why?
The point is that if something seems to be barely used at all, then you need to make a really good case why it is OP. Strong units get used more frequently than weak ones, that's pretty much a fact. We're on page 4 and you have no strong arguments why this combo were so problematic.
No one invests 500 MP for the first 20 seconds of the game if it also means not capping any other point at all. This combo needs to continuously pay off to be viable. As I pointed out, both Axis factions have the necessary counters. The game is not decided by the first engagement.
Caping the rest of the map is less important in large modes because there are more people caping, I pretty sure you are aware of that.
Securing the fuel early is very important and it can in some cases decide the game especially vs OKW.
dumb retard trying to gaslight people like always[/size]
they are not overpowered for their cost and work like every OTHER minute 0 SMG squad
So asking you if you agree that RoRe are one of the most durable smg units for its time frame is trying to gaslight you. It seem that you do not really know what the term means.
If you want something from you have to ask in polite manner and if you do not have anything constructive to bring to this thread I would suggest that you get out of this thread.