You are in luck, the modders agreed and is been removed from rangers. I'm not displeased, but if it was to remain no unit is now deserving than pgrens
Pgrens are probably the most underused unit in the game. I can't think of one that is used less.
I go double Sturms some games more than I've ever thought about making a Pgren. They always end in disappointment, a costly squad that is fiinicky to use, and if you upgrade to shrecks they'll just get crushed and focused so hard it makes you regret that decision. |
Whether you be trolling or not, balancing factions and units are completely different concepts. SU is not even close to UP, but cons are, instead grens are ok but OH is struggling hard on 1v1s.
OH is like a house of cards, pull something out and it's just a huge shit show. But SU can bounce back due to its low costs. |
Increase the cost of these units. They will die eventually, and you want that trade to hurt. Instead they trade the fuel for presence on the map, harassing you. Making it so you can't send a kubel to cap or a lone squad. You're forced to almost blob, supporting your stuff because the scout car/WC51 can hunt down lone grens/volks.
I'd make them cost more manpower, not more fuel. Something that trades infantry presence because you arguably have more with a car flying around the map. |
Engine limitations. All allied snares are thrown, the faust is shot directly at the target. No line of sight not firey. I belive this is why the Faust fails to shoot sometimes or clips buildings. Not malicious simply an unfixable oversight.
That's a shame. Though if I remember the faust has better range/pen? That would explain why it disappears half the time where I've thrown an AT nade further than a MLB player.
As for chasing the panther in to fight allied tanks. Well, usually it happens when you're trying to get a M18 Howitzer and you overextend to get the killshot because its been pasting your infantry. Then wham, every allied TD pens you unless its max range.
Not saying they shouldn't just explaining the common situation. |
No offense but if the Eastern Front Armies were as "properly designed" as you say I doubt they would need the changes the Ost are getting and the Soviets got to bring them in line.
Now you can say that the WFA shook the balance of power upon their release but if we're real here the game would not be as popular as it is right now with just the Ost vs Soviets so it was inevitable to happen at one point in time.
In the Ost vs Soviet match up of pre-WFA I would say yes, they were properly designed but not anymore with the introduction of many new tools, units and options for everybody, and this only proves that they were "properly designed" for that specific time but not anymore.
I agree, forward retreat points did ruin a lot of this game. It's not like rifles or volks are weak squads. Giving up ground should mean more, but it doesn't.. so then you get the blob retreat and we get to frag bomb it. Or IL-2. |
Thread: le.IG15 Apr 2019, 15:09 PM
I find the le.IG to back volks is essential. I build 2-3 volks, then build a Rak or ISG to support my volks. It can support so much of your infantry and can counter mgs/smoke. It's great and outranges other mortars w/ the barrage. |
Stuka zu Fuß.
In team games if you can get away with it, go directly to mechanized and pump one ou. Being able to start vetting it at the 10minute mark is crazy good.
Constantly nuking team weapons makes the enemy hate you and you bleed them heavily.
But it's not so great if your opponent is mostly infantry. Stuka isn't a good blob counter like a Werfer/Caliope/Katy is. You can snag some stuff, but dodging it is super easy.
A good way to bleed as OKW can also be using the Luch to great effect. It's not easy, but you keep the Luch w/ a Volk to snare a light vehicle as your opponent "should" dive it. AEC/T70/Stuart can all kill your Luch. But you use that to BLEED them further. They'll get frustrated.
You bait that light in, use 1/2 cloaked Raks and BAM. Not only was the Luch bleeding infantry, but they'll commit to kill the Luch, and you just nuked that light. The t70 is the main priority, as it's great AI and can counter lights. |
The hard part is 4 man squads across the board are terrified of grenades and indirect fire. 5-6 man squads are harder to wipe, especially with good vet.
But 4 man squads are pretty crucial to keeping that Wehr/OKW flare (yeah just volks/fusiliers are 5-6). The best example I have a of way to approach this is to look at the RA of Obers, Had a 2v2 where I had 1 of the mat Vet5, and the M18 Scot couldn't hit 1 of the obers very easily. But then a fresh vet0 walked up and got plastered by them.
You wont be able to avoid a good grenade placement, but indirect fire should not be wiping squads out so fast. When 2-3 M18 scots hit a squad directly, it's dead. |
4 man elite squad that will struggle not to be 1 shot by mortars, katys, sherman HE, and a plethora of other items...
At least Commandos are 5 man, and Rangers/Para's are 5 man. You may need to pay for the upgrade, but I'll pay for an upgrade if you give me 5 man falls. The state of this game puts 4 man squads at a disavantage, so giving them high DPS is not the worst way to solve that. But if you're going to make Falls pay, you need to improve them somewhere else.
That doctrine is very lack luster, the recons cheap, but so fast your allies can barely use it for call ins. The sector attack is meh compared to the costs of others (what it need is an IL-2 bomb/STUKA for anti-arty meta). It has no main tank call in, the unit itself is pricy, and the rest of it is just lack luster. I can't usually go it in team games anyways, Flare is too important. |
The panther is in a good spot since it's last nerf/buff. It received extra hp in exchange it got some hp. The Panther can be reliably penetrated now, without skirting off with low hp as the final shots bounce at max range.
Honestly I find the Panther very difficult to use as axis, it's very expensive, comes late, and as someone mentioned earlier you want a brumbar/Pz4/werfer to deal with the mass of allied infantry (team games 2v2/3v3)
Seeing the Panther nerffed further would have to come with a cost reduction, 175 fuel for a Panther is a lot. Especially since it will be fighting self spotting SU-85s, Fireflys which will rocket it and the Jacksons popping shells. The design of the panther before it got nerffed was to have to get in closer to fight tanks than allied TD's. So it needed surviability to do so. It's just the blitz/smoke combo that was infuriating to fight again.
Then for whatever reason they let allies throw AT nades through smoke, but not axis. Not sure where that design decision came in but it feels very biased.
IMO Panther is fine where it's at, it even underperforms in some team games due to having to get in closer while all the allied TD's outrange it but I think that's more of a L2P issue. |