worst thing of Tank crew repair: You cant stop it if you got catched. Like watching your tank slowly dying shot after shot ((
As least player can stop it, let the tank move with huge speed debuff |
Alies need Demo because:
- Soviet need to lay trap to bleed enemies, every ammu you spent to take 1-2 or whole german inf squad down that is your win. Althrough abusing demo is bit too much.
- Breakthrough defend tructure such at barwire, tank trap ( if Axis pick doctrine). Destroy important stuff such at OKW HQ, MG bunker, flak nest, 105mm gun, pak 88...v..v ( stay true on timed demo, C4 charge or engine Demo).
- Destroy some shotblocker, garrison which farvor Okw/Ost Campping side or simple open new path for your attack.
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let saying, Weh get demo:
- How can Soviet attack if every corner, shotblock is demo despite Cons already weaker than Gren.
- Destroy shotblock, garrison give Ost huge advantage on both defend and offense by favor line of sight, long range attack on openfield. That why Heavy Jeager doctrine which give Pios C4 charge is fucking OP.
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And again, Nerfing Pathfinder didn't change a that fact USF had to live on Rifleman no matter the change. For example:
+ Go for Ass eng: 1 or 2 and shut down in mid game. Back to Rifleman.
+ Go for mec Rife: 1 or 2, limited by timmming (1CP). Performance drop off when Axis got their full scale long range fight power. Back to Rifleman.
+ Go mortar after 2+3 Rilfeman Openning or after officer unlock: Forcing yourself in to defendsive position which is un-favor USF.
+ Go for Path/IR path: complete viable as Mainline inf since it actually 280-290mp Gren. Not to mention doctrine itself is good in every way.
+ Faster .50 cal or 57mm didn't change a fact that usf need to pay a big cost to gain both support weapon ( pay 250mp + 35 fuel for weapon support and get another modificated Rifleman squad which make the bleed harder ).
+ Did you actually see any proplayers build mortar after the 2nd rifleman to counter MG, garrison as the main reason tier 0 Mortar added to USF (remove smoke from rifleman) Or they build Mortar as same timmming of Leig, Weh, Soviet mortar ?. So what is the point of Tier 0 mortar beside the good old OP day ?. Joke a side, I rather spend 10-30 manpower more to get the 4th gren/4th volk/1st or 2nd MG42 to Overwhelming 2+1 officer + fast .50 cal/ 3 + 1 officer then.
Let saying, Nerf Path... Ok then which espect ?. View range ?, scoped rifle ?, calling time, exp, elite camo ?..v..v. After the nerf will it get any kind of buff such as cheaper cost ( 250-260 mp, 25 mp reinfor ), faster camping rate, reinforment time ?. better vet ?.
And nerf Scott ?. Fine, Then Buff Pak Howie and get the same effect ?. Which kind of nerf for Scott, again Community balance team had nerf hammer it before for no reason. Now they do it again because why not ?
Or nerf both of them ?. End of story.
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As shown from stat USF are doing fine in 1vs1 and have higher win ratios than OKW/Ostheer so do not see any indication that faction is doing bad.
None of that changes the fact that Pathfinder should not have the role of mainline infatry.
hmmm... but but tournament is Soviet is Axis.
If USF " are doing fine and have higher win ratios vs Axis than why Pro player not favor USF over Soviet ?
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USF stopped relying on mainline infatry and got easier access to support weapon with the Tech rework.
Fact remain that Pathfinders being used as mainline infatry is an issue that should be addressed.
- The chance for easier access Support weapon is an adpation for early game change from Okw, Weh and help USF less suffer from the techtree itself. The truth is USF Replying on Rifleman in Whole game. |
Oof, wrong thread.
There are some nerf that neutrual USF defend power like .50 cal nerf, Pak Howie Nerf. Rifleman lost their toughness at vet 3... etc etc.
Snowball would be nothing if you cant hold the line, retain your advantage as long as possible.
Path spam kinda give more flexiable in both defend and offend by a big margin. |
Still, Ranger would be nice if they can plain demo, booty trap or just simply flare mine. |
This is not a balance thread, just testing various SMG units on test map at point blank. I originally got the itch a month or two ago, I was using PPSh Airborne and OKW went IR STG as I kept catching him off guard. Needless to say PPSH got shutdown but I switched to LMG so no big deal. I posted a recent game with 2 scout cars and AssG, OKW this time made IRSTG to counter but it didn't work out as well so I did some testing just to check.
IR STG beat Penal PPSh/Airborne at Vet0, Airborne when both VET3, but loses to Penals with both VET3.
As Airborne need camo to get bonus in real situation the IR detection would shut that down.
AssG/Shocks mop the floor with them.
For the hell of It I tested Shocks vs AssG, at vet0 Shocks win but at VET3 AssG pull the upset more often then not which caught me by surprise. Shocks dominate PPSH Penals, but PPSH Penals can beat AssG when both VET3.
SHOCKS stomp PARAS and Rangers
ASSG lose to Paras and Rangers at vet0, Paras with vet, but goes either way vet3 Rangers.
Edit: None of this testing was scientific in any way shape or form was just testing for fun.
Thoughts:
Even though IR Obers don't really win anything close range their mid-range performance along with ability to negate cover makes them a pretty good choice as real world situations will most likely have at least one squad closing in on the other.
Shocks are beast from the get go, not that was a surprise.
PPSH Penals put out a shit load of damage, they give shocks a run for their money but their inability to get close and clunky upgrade path makes it a nonstarter for most.
Airborne Guards are the weakest if looking from a base damage/durability point of view. However, cloak and smoke can give them the edge although their cloak is the worst. The biggest surprise was even after the PPSH upgrade I noticed that I could give them 2 more weapons. It may never happen but a double LMG cloaked Airborne could be cool.
AssGuards are fairly meh at VET0, but AT Vet3 they gave everything a run for their money except PARAs as a lot of matches had a slim win for AssG or massive win in favor of Paras.
Paras seemed to be fairly good against everything short of Shocks, not good enough with test mods to get a good test with Tactical Advance.
Rangers disappointed me the most, while they did decent I sort of expected them to dominate a bit more since they start off with good Rec Acc, however Soviet VET keeps it closer than it probably should be.
I didn't test Falls too much as they really need their camo to get best performance. They really should not be used outside of cover.
you forget StormStrooper MP40 and Volk MP40, Ass Rifle/Tommy and Pastisan PPsH
Still, Ranger SMG based on their pure raw power NOT tactical unit like Para, Stormstrooper, osber SMG...v..v.
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but hey, Greece actually pushing Italian out until Reinforment from Germany come. |