I want to update/fine-tune the commander fixes I made for UKF and post fixes for the 4 other factions' commanders. My fixes change the abilities themselves as little as possible to make actual implementation of the changes as likely as possible, I focus on CPs and costs unless the ability is just a complete mess (like airborne combat drop). But with the current state the game is in, switching a tested and approved mortar for no reason at the last minute with an untested one that has been verified by the community to be overpowered for weeks and in need of a simple hotfix to what it was supposed to be, I wonder if there's any point in suggesting big changes anymore - if there ever was.
The state of the game's commanders right now is so bad, I want to buy DLC commanders with my steam wallet but there's nothing to spend money on. Every day I open the store up and go through the factions' commanders, sighing over how I don't even want them. Many commanders are either crappy (forward observation post, airborne combat group, hit the dirt, and on and on), don't work as intended (how the *bleep* am I supposed to have a use for calling in a scout car and assault engineers at 3 cp?), or leave a bad taste in my mouth because they're conspicuously well-designed in contrast to the other ones and I don't want to just use meta commanders (heavy cav, mobile assault). What's really strange though is how many or even most of the ones that are in need of fixes are DLC commanders. Why would Relic leave those as garbage?
The most aggravating thing is that it's so easy to fix the commanders. If I was allowed to do it, I would have all of the commanders in the game fixed in up to a week, and then let the community iron out the changes in a preview mod while I look to fine-tune the changes from their feedback and have the final version be ready in a couple of weeks. But will it ever be done by Relic? |
So this is how the JP4 kept disappearing when I thought it was in combat... at least thank Relic for attack ground... wait, it doesn't even hit it? |
The autofire range nerf on mortar pits will make them unable to combat indirect fire if the enemy has more than one unit. The mortar pit and emplacements in general are already vulnerable enough if you don't select specific doctrines and risk sapper squad wipes to keep them alive. A couple of leigs or mortars, and you'll have no choice but to let one of them free-fire on your mortar pit. Worse still if you're using the pit to cover something else like a hmg trench or bofors and you can't reach with your autofire at all, both mortars will be able to free-fire if he just repositions the first one you barrage.
Indirect fire is strong as it is against emplacements and UKF's static long range infantry, but I understand that you want to increase the mortar pit's micro tax. I would do so while simultaneously increasing its ability to cover UKF infantry from mortars and leigs within its radius (because those things scythe them down like wheat, and you can't really do anything about it). Give the pit a barrage, a crappy autofire, and then a counter-barrage mode that prevents you from firing normally meanwhile & you can't cancel but has a longer range than the normal barrage. If you did so, you could even decrease the range of the normal barrage if you think it'd be too good, and I'd be fine with that as a UKF player even though it'd be unnecessary. This change would force the UKF player to make an important choice, as he won't be able to support his infantry if he activates counter-barrage, but if he doesn't then indirect fire can tear him up - if he times it wrong, he will pay. |
Why did Relic put this mortar in in place of the one that was tested and supposed to go in the game? did they actually say something about it, or was it just waking up on release day and going "wtf? this isn't the mortar I tested"
And why haven't they changed it back yet?........... |
Thanks for your responses guys.
So in 1v1, my build order is pretty much mg > bren > tommies > tommies. Upgun the bren, then get T1 for tommy brens, double snipers and an AEC. Throw up a mortar pit if you have the space for it, then get cromwells, or comets if things are going better. Meta Regiment-err I mean, Mobile Assault Regiment works best since flamethrowers save you from needing the WASP on your bren, solve UKF being quite poor against units in cover, and makes engineers into great assault units in general. Tommy bonus = they plain get stronger, which is great. Infiltration commandos for wiping snipers and team weapons, and then you've got the land mattress to bomb AT squads when your tanks are on the field.
I just have one more question. What would you do against this? it's my own advice for an Ost player who was struggling against UKF in 1v1 and it can be done against any UKF strategy, not just if he goes emplacements. Mines don't work against strategy #2, because he has minesweepers.
Any doctrine with the supply drop zone ability (so osttruppen, luftwaffe support and close air support) is good against UKF, especially against emplacements.
That 800 manpower plus the units sitting inside of his bofors + mortar combo can't contest your fuel drops and delayed his tanks. And then the emplacements are useless against your own tanks, which you now get faster. Take him to town with an ostwind and follow up with more tanks.
Strategy #1 is a T1 > T3 build. To facilitate the strategy, open with gren > sniper > gren > sniper. Don't bother with a machine gun or mortars, you don't need them (although mortars are great against UKF with other strats). Just use the grens to defend your snipers against his bren carrier and bleed his mp with your snipers while conserving your own due to lack of casualties, and let your pios cap in the meantime while you put heavy pressure on him. He will for sure get emplacements against that, which is what we wanted him to do. If he starts spamming royal engineers before he puts up emplacements you can get a machine gun, otherwise save your manpower for fuel caches, supply drops and getting your first tank (ostwind) out asap.
Strategy #2 is the same but get T2 and drop munitions instead of fuel. Get at least 3 halftracks, get two panzergren squads and schreks on both, get minesweeper pios, then put all of your units in the halftracks. Start upgrading flamers on all but one halftrack (so you can still reinforce) and then drive into his base. You'll win the game when you destroy his command post buildings which will go quickly with schreks, and flammen HTs + 2 schrek squads + HT reinforce takes care of anything he tries to do. Like the first strat, this works even better if he gets emplacements no matter where he puts them. But if he puts them far enough away that they don't cover his base, you know for sure that he's not expecting this strategy (not that I know what to do against it, it's one of the reasons why I don't play UKF in 1v1).
You're welcome & have fun. |
Any doctrine with the supply drop zone ability (so osttruppen, luftwaffe support and close air support) is good against UKF, especially against emplacements.
That 800 manpower plus the units sitting inside of his bofors + mortar combo can't contest your fuel drops and delayed his tanks. And then the emplacements are useless against your own tanks, which you now get faster. Take him to town with an ostwind and follow up with more tanks.
Strategy #1 is a T1 > T3 build. To facilitate the strategy, open with gren > sniper > gren > sniper. Don't bother with a machine gun or mortars, you don't need them (although mortars are great against UKF with other strats). Just use the grens to defend your snipers against his bren carrier and bleed his mp with your snipers while conserving your own due to lack of casualties, and let your pios cap in the meantime while you put heavy pressure on him. He will for sure get emplacements against that, which is what we wanted him to do. If he starts spamming royal engineers before he puts up emplacements you can get a machine gun, otherwise save your manpower for fuel caches, supply drops and getting your first tank (ostwind) out asap.
Strategy #2 is the same but get T2 and drop munitions instead of fuel. Get at least 3 halftracks, get two panzergren squads and schreks on both, get minesweeper pios, then put all of your units in the halftracks. Start upgrading flamers on all but one halftrack (so you can still reinforce) and then drive into his base. You'll win the game when you destroy his command post buildings which will go quickly with schreks, and flammen HTs + 2 schrek squads + HT reinforce takes care of anything he tries to do. Like the first strat, this works even better if he gets emplacements no matter where he puts them. But if he puts them far enough away that they don't cover his base, you know for sure that he's not expecting this strategy (not that I know what to do against it, it's one of the reasons why I don't play UKF in 1v1).
You're welcome & have fun. |
Lefh hardcounters the 17pdr even with brace, sure you will only get 1-2 shots in before he toggles it, but by the time his braces wears off you can bombard him again and destroy the emplacement.
Yeah, indirect fire counters emplacements in general from mortars and leigs to lefhs and stukas. They will either force them to brace and thus not do anything and still destroy them after the brace, while the UKF player is forced to risk wipes on sappers repairing it and/or get royal engineers/advanced emplacements just to keep them alive for a couple enemy barrages longer or so, or simply destroy them if they don't brace as UKF lacks the indirect fire to shoot back effectively. |
It'd take an at least halved pop cost, lowered manpower cost and a way lowered fuel cost for me to even consider building this unit. It needs babysitting against almost everything, it takes up resources you could've spent toward a tank and placeheld with a few mines and a 6-pdr meanwhile which is more effective anyway, and if you actually count on it for AT you're screwed when it needs to brace (which will be constantly). It like other emplacements is especially weakened if you don't get advanced emplacement or royal engineers for their repairs since you can't repair emplacements without risking wipes on your sappers, so it's in practice a doctrinal unit too. |
Also you still haven´t told me what the Panther is good for when StuGs totally out-dps it. Iirc the StuG reload is 4 seconds, the Panthers reload is 6.25 seconds. For a 640 HP T-34 the Stug will need 16 seconds, while the Panther will need 25 seconds. With the ready aim time and other factors this might differ but only marginally so.
This is the same for all factions, heavier tanks have worse dps for their cost than lighter ones. But you mean this should be changed specifically for the Ost panther, so that it becomes better at everything than stugs? |
But not anymore by firing squads. Its not like ostheer that loses 3 mg42 models to one USF mortar hit and then lose the mg to small arms fire.
Same thing with vickers, it's not like Ost is alone about it. |