I summon thy Tobis here! |
I guess that is true, because when you look at the fuels from your perspective, the one on your own side of the river offers an unbreakable MG position for the enemy. At least until you get mortars and vehicles. It is not quite so advantageous to rush the house with Rifles, but it is still much better than charging straight into an unflankable MG. Not to mention that your munitions point is practically right next to it, with a VP directly between them, which is an ideal starting position. And unlike the other fuel, it is really difficult to cut off. Even if you manage to rush the house on your own riverbank, your just get forced out by the MG that is being moved there, by it simply parking itself at max range and opening fire.
PS: If you just want to improve your win ratio with USF, you might want to consider to veto this map entirely, since it is very MG friendly in general, therefore difficult for USF. Even with a lot of skill, you will probably struggle regularly on this map. Not saying you can´t win, just saying that this map favors Axis and Brits quite heavily. Kinda cheeky advice I know, but it is a possibility.
What this gentleman said, if you wanna win or have fun with USF, veto this map!
MGs, Snipers and no good flanking opportunities make this a map you should avoid as America, even with the Calliope Commander, you might have a really hard time on this map. |
REs now get their 5th man at Vet3, not Vet 2.
As for the Commanders, I rarely pick Armor for the flamers, I pick it because I need M10s to avoid being obliterated by Stug-Es or Prostwind call-ins... Fight fire with fire so to speak. |
you know what's hilarious when your guard lose all team weapon but still button a tank I was like wtf
That's because the Button ability is tied to their LMGs, not to their PTRSs, the more you know. |
Armor, calliOP,OPshing and easy 8 with flamer all the day
But that's 4!
Which one do you leave out the most?
I quite like E8s to fight other tanks but usually the enemy counters with something far better and I lose. |
1) Tactical Support.
Because I love me some 1919s and Calliope, the Halftrack can be really good too if you can spare 120 ammo, my favorite because it counters turtling pretty damn hard.
2) Heavy Cavalry
I feel this is the strongest USF commander, if you can get an early lead to replace your usual M36s purchase with a Pershing, Rangers are great to replace dead rifles or serve as a anti-flank or flanker squad.
3) Armor
Because sometimes practically cheating isn't cheating, AEs are very underrated not just worthy for their demo, M10s spam is my main counter to enemy call-ins as the popular Stug-E and Prostwind.
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This would only give severe advantage to the defender, making LMG infantry better and assault units worse, just leave the poor Riflemen alone. |
Mmm! Good point, I always seem to forget the .50.
I think my trouble came in losing the map-- I only had the two rifles whilst waiting for paths. I decided on an M20 for some more offensive power, and the Luchs was already out... x.x
It all went horribly wrong.
I'm a big LT lover and the Luchs is the one thing that can punish you hard from the Prokw arsenal, it will be hard to deal with it since it can survive 2 AT gun shots and 4 Bazooka volleys, the M20 mine is your best bet and you might likely get a shame/rage surrender if you manage to lure it into it. |
Oh yeah, forgot about those... well, Wehrmacht is still missing cool skins. My baby blue Tiger looks disgusting
I like the most Steel looking one, I rarely play Wehr, but it customs games it looks good~ |
No, the US shouldn't be "easy to contain with MGs", that's exactly why thy have smoke grenades on their most important infantry unit (and on their infantry support tank). A well placed smoke grenade is all it needs to counter an MG, and that is good.
The problem is, that the mortar doesn't have the same limitations, while offering the very same capabilities. No more ammunition drain, no more strategical decision whether to go for grenades (against an enemy using many support weapons) or for BARs (against an enemy using a lot of infantry), no more delayed Stuart when going for both.
Sure, this adds a lot of different ways for the US, but at the same time another faction is paying the price. And no, I don't think that Ostheer in general is underpowered (aside from the fucked teching system that feels older than Star Wars Episode 1), it is just that their playstyle is no longer supported and rewarded by the game. That's not something that can be fixed through a simple rebalancing of certain units, as that would only throw the problem further down the line.
The best example of that are Assault Grens. Those guys started as totally OP, which completely overshadowed their true problem. Then they were nerfed to uselessness, and because the unit (aside from being OP) was actually pretty bad, only the negative aspects remained. Now, you could simply buff Assault Grens, but that wouldn't magically remove their actual problems (they don't scale at all, as soon as even the lightest vehicle hits the field they are and will be your most worthless unit on the field for the remainder of the game).
Apply that on a larger scale, and you will quickly realise that buffing won't fix the actual problems Ostheer faces.
The Mortar smoke barage doesn't work even half the time, it's good indirect fire that doesn't require teching or fuel and that could be worked around, but besides that it's just a mortar who is only for barraging because it's smoke just doesn't work. |