Thats the point. Firefly should be slow, long ranged sniper tank, that have some HP but is slow. To counter heaviest tanks.
Panther should be fast, hard hiting agile and armored tank hunter, that is able to hunt down tank destroyers, but suck against medium tanks and AT guns because of his low rof and AI..
Jacson should be lightly armored, fast, agile, long ranged tank hunter that can kite any tank in game but fails against good flank/AT guns. The problem is that jacson cannot kite well because he has rather slow acceleration. What jacson needs is better acceleration, not more health
Any buff would be nice really, but any Panzer will still be able to easily reach your M36 due to their Vet1 "Blitz", I guess that's fair because USF is build around having shitty AT options. |
I feel like the Jackson doesn't deserve having 480 HP anymore since the Firefly is in the game, I would gladly take increase cost for it not being 2 shot by Command Panthers and KTs anymore. |
do that to mortar pit, comet and snipers too, when you're at it
the Wehr Sniper is fine in WBP with the more expensive delayed 222 to protect it from vehicles diving it.
As for the other thing...
#RemoveBrits |
Then also remove Sh*t tiger and AVRE
OH MY GOD!
Yes, so much yes, all of those units are just "unfun" to play against. |
This thread is about OH infantry scaling not OKW vs garrison/MG spam
I don't think Wehr deserves to have the strongest infantry and the best support weapons tbh. |
yeah....where is the early counter on OKW side vs MG spam?
Only brits have T0 MGs in the Allied side, plus OKW has Sturms to flank and Kubel to spot mgs without getting surpressed and send back to base, the issue lies with buildings that overwatch areas of the map that allow strong MGs to single handedly stall entire enemy blobs on their lonesome. |
Reminder that due to giving Wehr more Openers they put the MG42 a tier zero, which eventually led us to US having a T0 mortar to counter that, such actions always have consequences. |
OMG the necro, the Sherman is fine, just build more of them. |
Actually they don't. They are wildly inconsistent. They equalize with Grens in most cases, and the fact that they can build their own green cover really helps them out. Surprisingly conscripts don't always win at close range either. The trend is certainly that Grens win at long range and Cons at close range but it's highly unpredictable and unreliable.
But most people take the majority of their damage moving around in red/open cover instead of fighting at distances in cover. That's what decides most engagements. But actually Conscripts are surprisingly good at max range in cover compared to fighting on top of Grens. But that shouldn't be news to anyone: units in cover are far superior to moving units not in cover.
Conscripts pretty reliably lose to Volks at all ranges in all forms of cover and out. Helps explain why maxim spam is so preferable.
Cons are also very prone to feeding the enemy veterancy, which is something you don't want vs Prokw. |
You are goddamn incorrect, my friend. Most of DPS in 4 member squad (except pgrens) lies in their LMG.
Grenadier lmg42 damage is equal to other 3 members damage and obers lmg is far better than all 3 rifles together.
No matter what model you lose, lmg will be always there. This means that your squad can never have less than ~50% of MAX DPS because 50% of squad DPS lies in lmg (or even more in obers lmg).
Also lmg is far better than rifles because it targets single model, killing it and decreasing enemy DPS constantly. Rifles can fire at 5 different models at once, not hurting his DPS at all.
This kind of post makes LMG Paras sound really good, legit. |