I recently had great success in 3vs3/4vs4 arranged teams with AT-Partisans, but it only works that good because of teamspeak and my mates bringing good AI and artillery units to the field. Both commanders with AT-Partisans are weak versus infantry and have no lategame options.
Usually I finish off a dozen of damaged tanks in a game because opponents do not shut off my partisans properly. Its halfway their fault and halfway the fact that the german shrek is incredible potent versus armour (even the heaviest of german tanks).
One problem I usually encounter: In a 3vs3/4vs4 that takes about 40 minutes or more I end up with 7+ squads of AT-partisans, all leveled to vet2/vet3 because there are so much opportunities to call in a squad to kill a tank. I would like to see a dismiss button that refunds you around 2/3 of their price if they are at 4 man. It feels like blobbing them but it happens automatically if you don't loose them (at least you can mine a whole area in no time having so much squads).
lol, talk about a shrek blob!!!! now you have the power of shrek blob without the survivability of volks. how much was pop again? wasn't it 12? or 8? |
meta of shrek blob, calliope use, panzerwerfer use... can we discuss that too? since these are also abused, implemented, used, and require fixing. they can single-handedly change the tide of a game. |
Formation. Every time i used them i have to pray to RNGesus for that random shell not to drop in the middle and wipe them.
same with Sov snipers... i had a 3 vet sniper get 1 shotted by a lucky mortar. story of my life |
Am I the only one that is annoyed (despite the AEC), that every game right now is rushing the first unit to a near building because units in buildings (especially UKF Infantry Sections) are extremely durable and there is no reliable way to get them out as Axis?
Since vanilla times... it was always getting the mg42 there first and then soviet trying to displace them with mortars or clown cars with flamer
then OKW and USF came along and it was usually sturms get there first. Now, it's sturms vs. IS to see who gets there first.
In the end, i don't think much has changed. Fighting for key positions and territory.
As for Axis, OKW had a hard time displacing but that's why incen grenade and sturms at close range exist. For OST, they have snipers, mortars, flamers to remove units from buildings.
I think every mainline unit is pretty durable in a building
Anyways... back on topic. |
thread was not about shreckblobs, just for your info :> i don't complain, i just state it how it is. It was about ALLIES being strong.
Also, playcard mr scrub. IS-2 losing to a tiger, in what universe you live?
and before more shit comes out of your mouth, playercard.
Edit: saw you put your playercard in after i read your post, Mr 4v4 Random hero. Like 4v4 randoms and AT is the same bro
Lol, QQ more bro. you're losing credibility and everyone disagrees with you. |
can't be made different or precious balance of 1v1 pro mode is in danger MVGame
Allies is really strong with their Infantry. USF alone , Guards, Shocks, Commandoes, and then in a fight between vickers and mg42 the vickers wins it unless mg42 has rate of fire bulletins
so you have to hold against it and then get your first tank out as axis , and boom, calliope, katyusha for the inf and it goes downhill. and then to counter their tanks you have a tank, while allies infantry is still going after you, if done with teamwork and denying axis to have fuel you pretty much win it.
As another point i think that there are more viable soviet commanders than wehrmacht commanders, and commanders of USF just push you to another level.
Last but not least, Grenadiers just die like Flies to every indirect fire. Infantry Sections are only 4 men, but don't die to random mortar shots.
For Tank battles axis have to rely on panther or the heavy call ins, while soviets have then mark target (if not then wtf why you dont want to help your team) and brits artillery cover, while IS-2 and KT is mostly a fair fight and JT can be punished so easily by just getting snared, same goes for elefant. Pretty much another reason, because the only real good things axis have is JU-87, which gets just ripped down by centaur.
In general you could just make a list like this :
stuart can bang puma easily, while luchs can't bang a stuart (unless poorly microed) = more punishment
Vickers > MG42 in a house to house fight (unless rate of fire bulletins)
Grenadiers just have a real hard time with just 4 men that also get wiped really easy.
Allies Mines > Wehrmacht mines , OKW is pretty much a fair deal. But you have to decide between s mines or teller as wehrmacht.
Pack howi > Leig gun
If you don't get the better position, you will lose. And in that regard allies have the clearly advantage.. As Axis you have to coordinate way better, way more aggresive support weapon play and you can be punished much easier.
If you succeed, you might win, if you lose it, shit's coming down at you soon
So in general : Axis mistakes in early and mid get punished way harder than allied mistakes
WOW. just wow... i haven't see a strong axis fanboi in the post until this came along and compelled me to reply. KT and IS2 on equal footing? nooo, i don't think so. anyone else on this forum agree?
Mark target means you don't get a heavy... Axis has one on the command panther too!
Pack howi > leig gun? oh please... vet and range is way better. I'd trade you for an leig...
Both 4 men IS and gren squads get wiped easily... except one costs more and the cheaper one gets a snare as well
Vickers is better at killing things. mg42 is better at suppressing things. Please give me a suppression platform... i need it to control blobs. also mg42 is cheaper.
this guy/girl complains about katyusha... the most balanced rocket artillery in the game and then onto the calliope without mentioning the panzerwerfer.
If you deny fuel for either side, that's pretty much a huge advantage on either Axis or Allies side... what a poor argument
How are Allied mines better? You cannot pick and choose your enemy. teller mines will only target vehicles if that's what you want. and s-mines will deny an area or kill enemies on retreat if you place them well....
Why don't you go into 230 fuel croc versus a 230 fuel tiger... I want a tiger. 230 fuel is2 or 230 fuel tiger... i'd still probably go with tiger. 230 fuel pershing or 230 fuel tiger... debatable and situational but tiger has the HP advantage and blitz
you complain about allies infantry but not shrek blob in team games?... phail
please present an unbiased view please. |
The main issue here isn't how good or bad the 222 is necessarily. Its the fact that UNLIKE EVERY OTHER FACTION, ost has no light tanks at all. T70, Stuart, AEC, Luchs, ost has none of these. Miragefla is proposing we give ostheer that in the form of abuffed changed (due to cost adjustment don't forget) 222.
If you read other posts, you will see that just because a faction doesn't have something means it should. I'm quoting someone but OKW and non doc MG, UKF and USF with non-doc artillery.
Stuart is T3 70 fuel... 222 is T2 and 15
T70 is T3 and also 70 fuel... 222 is T2 and 15
AEC is T2 I believe around 55/60 fuel? ... 222 is still 15 fuel
Luchs is T2 65 fuel? ... 222 is 15 fuel
Also the tradeoff for OKW to get a luchs is a forward heal/retreat point... which is pretty dang important to OKW. There is nothing hindering a healing bunker.
So based off of your answer, all factions should have a tank like a panther that has crazy high frontal armor, all get mortars, all get wide area suppression MGs, the best penetration AT pak40, all get non doc heavy armor with squadwiping main gun, all get crazy rocket artillery like calliope and panzwerwerfer, all get FRPs, all get crazy artillery strikes like UKF, all get panzershreks for AT handhelds, all get light tanks like sniping T70, all get snipers with high RoF like OST and can survive a mortar on the head, all get B4s... etc. Do you see where this is going? 222 currently fills a niche and it's pretty good for what it's meant to do. |
Who said anything about counter? It should be competent in a roughly similar way. Adjust the price to 290/25 if you wish, the 5 points of extra fuel makes its cost very similar, without the M20's ridiculously powerful mines or the free bazooka you get from the crew. The new 222 would of course still lose to light tanks like the AEC and Stuart 1v1, but would be able to inflict some damage to them as a micro-heavy deterrent.
I'd rather have my M20 shoot antivehicle rounds than have to wait 3 seconds to unmount, shoot a rocket, and then get sniped to death by your new 222 AI gun at range.
BTW, i think other posts were mentioning at least 35 fuel for all these crazy upgrades. there will be no fruition here.
anyways, i think lelic will disagree with you guys here. there will be no change to the 222 in terms of fighting power/damage/attack rate. |
I'd make it about the equivalent to the M20, competent against infantry and light vehicles.
As such, in exchange for a higher price (say, 260/25); make its MG useful against infantry, make it immune to small arms, and increase turret accuracy against vehicles.
Uhh... M20 costs 340/20.. and you want at 260/25 to do the job of an M20 AND COUNTER it. lol, greedy much? If it can do all that, it should cost as much as a luch |
looking at your playercard i see that you are a 4v4 player. Theres one thing you need to know, in 4v4's you can get anything work, even m42 spam... But i am talking about 1v1 and 2v2 where things dont work like that, in 2v2's falls simply dont trade well enough to be worth it. But partisans in other hand can trade vet 0 squads for vet3 vet 5 squads or even vehicles, so they are a lot better. But partisans can be viable in very rare hands.
please play 4s with me then and show me that spamming anything works. i beg to disagree. some stuff just sucks. sure, partisans can be good with certain players but fallschims can also be good with certain players.
back to the point of the thread topic if you notice... partisans are generally not a problem in 3s and 4s. it's just dominating late game artillery and tanks that usually determine the winner in a 30-40 minute game. |