I definitely agree (miragefla did too! ), it's not the only things to do...but they're definitely the biggest parts because at least a guy moving a blob of BARs with a weak mortar can't immediately drive off your machine-guns that they're walking into to murder your infantry.
Actually, they can. The Riflemen-blob alone can do that, the mortar isn't even necessary to do so. This becomes especially dangerous with someone who knows how to play the game and how to abuse it: Instead of simply blobbing all his units on the same spot, he will slightly (just barely enough to escape area suppression) space his units apart, and then have at least one Rifleman Squad run up to the MG and murder it. This works mostly, because the MG 42 turns (not by tearing it down and setting up again, but by switching to other targets in its arc of fire) like shit, and switching from target to target in an attempt to counter-micro doesn't help you, as the MG 42 can't do that (unlike any other machine gun in the game).
There are some ways to prevent this, but at this stage in the game the USF player should hold all the initiative necessary to adapt to these attempts (which in itself is indicative of the real problem here, and that is not simply "Riflemen OP!!!111"). I've wrote at length about the issue of the impossibility to grab initiative already, but since nothing has changed since then (well, apart from us having more anime skins to slap on out units) I will have to continue doing so for a while - this is still a strategy game, and as such some of the basic rules connecting all Kriegsspiel-derived games still apply.
P.S.: Please note, that this only applies to better players anyway, few of which will go for such a low blow. That doesn't mean that the possibility of doing so should be there. |
Give the Pz4 an increase in penetration of 10/20 and it's in a great spot. I love to play with Pz4s and that's probably the only change it does need. To be more reliable against other medium tanks.
Rather than buffing the Panzer IV in any way, I would rather see the other medium tanks adjusted downwards. The Cromwell is the most obvious problem here, of course, but right now the Panzer IV can't reliably beat the Sherman either, despite being significantly more expensive and significantly worse against infantry.
Then there's of course the disbalance between the Ostwind and the Centaur (just look at the accuracy!), but since the Ostwind is about as useful as a button on my cheek to begin with, this isn't an important issue. |
If rifles only had bars, they would have to close in. Bars unlike lmgs do drop off in damage with distance significantly, thereby making it necessary to flank and close in.
That's based on the assumption that the double-BAR upgrade doesn't turn Riflemen into excellent any-range units. Hint: That assumption is wrong. Riflemen with 2 BARs even at vet0 are accurate enough, to fight anything from any range without lagging behind enough for their "squad-size to DPS"-ratio to become hampered enough to not be competitive with long range units.
And here we come to the problem, that the game heavily favours short range units, assuming they can close in unharmed enough (which Riflemen can at vet3, thanks to their received accuracy). At long ranges, damage drops off for ALL handheld weaponry. It drops off more on some weapons than on others, but in general, long range engagements go on longer and give both opponents less chances of actually wiping the enemy's units (unless the enemy is braindead, that is). On top of that, DPS differences at long ranges don't differ as strongly as they do at short ranges - in other words, a short range weapon is usually massively superior to a close range one (compare BARs to lMG 42s) at close range, while the long range weapon only makes a relatively small difference at long range (again, compare BARs to lMG 42s).
This is of course not exclusive to Riflemen, considering the general problems of focus on long range vs. short range units.
Now, nobody wants to make short range units completely useless by having them die while approaching the enemy, but as it stands the game doesn't properly emulate the lethality of long range weaponry at long ranges, while it does show the lethality of close range weaponry at close ranges. So instead of simply buffing long range performance of long range weapons, a nerf to the long range performance of close range weaponry would be in order - and here we could also finally implement the difference between assault rifles and SMGs, by differing their damage profiles. |
wehr and okw can both snare this tank or mines and other things to stun it ect brits dont get a snare on with doctrine unit.
If we try to assemble that word-salad you created there into sentences, it quickly becomes apparent that you either never played the British, or never bothered to actually look at their weaponry. Of course the Brits have a mine - sure, a rather expensive one, but it is also a dual-purpose mine that combines the Soviet mine with the strengths of the M5 mine (that on the M20).
And right after that realisation comes the next headline: Mines don't work against the Brits (at least Tellerminen and Riegelminen don't). They neither deal damage, nor do they snare. This bug has been known since alpha testing, but apparently expecting Relic to make a fundamental game mechanic work is asking too much of them - do you want some more anime skins? |
See you in 1 vs 1 Mirdarion, bring your empty opinions and salt with you.
So do you have any actual arguments, or are you just going to spout the same rubbish over and over again? Because if it is the latter, I will know which useless combination of letters (calling them sentences or even "replies" would give you more credit than you deserve) to ignore in the future. |
And above all, make Comet decide whether it wants to be a great AI specialist (WP/low-scatter on the gun) or a great AT specialist (good penetration, turret, decent rate of fire, great mobility).
But then it wouldn't be massively superior to the Panther anymore… |
It doesn't tho.... Bruh don't camp and you be fine
That advice is about as useful, as telling a Brit player to keep his infantry constantly on the move. Which would be less dumb than your advice, because a Brit player doesn't have to rely on combined arms as much as Ostheer, because his core infantry is significantly better.
I don't agree with a lot of things being said by both sides in this thread (one half here sounds like "Everything is OP!" while the other half is in full damage-control mode "GIT GUD!"), but this statement easily tops everything here in terms of how far away from the game's reality it is, not to mention how blatantly wrong it is. |
Most of you here don´t get whats the main purpose of tiger ace.
Tiger ace is not last saving grace tank, if you screwed, tiger ace won´t save you.
Tiger ace is finishing tank. You can use saved fuel for panzer mid game and have cca 2-3 panzers when you can call in tiger ace.
You don´t need pios for tiger ace or anything else. You just call it and use it as suicide tank along with your panzers and infantry. Tiger ace and 2 panzers will kill enemy tanks and infantry alike while you push and get most of map. Afterwards tiger ace die, so you won´t be cripelled and can continue normally with most of map big fuel income and no enemy tank destroyers/heavies that can gain ground.
I have to agree with this. Gain as much of the map as possible an push hard - if don't overextend nonetheless, as you have to make that push count. The problem with this strategy is the general disability of Ostheer to hold onto large portions of the map. If you don't get lucky which that one, massive push by wiping enough infantry and destroying enough vehicle, your enemy will be right back, and since nothing you have will properly contain anything but the Soviets, it will eventually drag the match out and thus make your position worse than before (due to the resource drain of the Ace).
If you want to make it work, try to use it in 2v2 with another Ostheer player who has Encirclement. That way you can push the enemies off the map without bothering to clear out the middle, because "Close the pocket" will take care of that for you. This is very hard to pull off properly though, and very map dependent. |
Right, but we were talking about this guy:
Mobile Defenses Doctrine
(of which Lend Lease would be the Soviet equivalent).
Almost the same requirements apply, you either get it by registering your email-address with Relic, or simply by starting the game for the first time (depending on when you bought you game). |
TBH, what would you replace it with?
I don't think it's neccesary, but if the premise is, we MUST put at all cost PW on T3, then i would try the following.
Adjust accordingly teching cost.
T2 unlocks T3.
T3 comes with Stug/Ostwind. BP2 unlocks n T4 PW
T4 comes with PIV/Brum. BP3 unlocks PV
That would be an "interesting" change indeed, considering that the Panzerwerfer is basically the saving grace of German high-end tech. Putting it in Tier III removes the last incentive to build that last building, because none of the units left in there would in any way be worth their cost (a small argument could be made in favour of the StuPa, but considering its cost, time of arrival, performance, and veterancy requirements that argument is easily wiped away). It surely would make Ostheer feel more interesting than it does now (which is not hard to achieve, with Ostheer-play being as interesting as stepping into dog-shit), but I'd rather have that done through making these units competitive again instead of basically throwing them away.
Of course this could also be combined with the direly needed call-in integration into the tech tree, but that is extremely unlikely to ever happen, due to the then necessary adjustments to all factions's tech costs and timings. |