I'm very happy about the Recon Support buffs!
Back to my line-up of Commanders. |
To OP.
You can thank Kimbo for that, he made it popular.
What a great player he is NOT.
Ghosting has always been a thing.
https://www.youtube.com/watch?v=HSTciOJpvHc
It shouldn't be a thing, but it is. |
I actually forgot to vote last night, good to see the thread is doing mostly civil discussion, overall.
I just wonder if Riflemen are Okay then why most people are playing Armor and using AEs instead? I guess they are OP and it's not Riflemen bleeding too hard early to midgame. |
I voted yes, because it's the easiest solution, though removing OKW's extra manpower could help too but that would upset the balance of other matchups. I wouldn't mind cheaper BARs either, given that doubling up is less of a privilege and more of a requirement nowadays, in order to beat cheaper units if their manpower cost stays the same.
Long ranges will always have an advantage, since they do good damage at a safe distance, often from dominant cover positions in most maps. Even now Riflemen are still good, they are fun to use too but they are so weak early nowadays that people have started to go AEs, just to bleed a bit less.
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If you nerf Recon Flights, will the Major receive any changes? I wouldn't mind it being higher cost and requiring vet, if it was less of a "blink and miss it" kind of recon plane, unless you vet to get 2 planes. |
They have huge sight range and get more at vet1, this is their job as scout infantry, since they are "Riflesquad with a lot of sight range". |
Unsure if you're saying Sherman too good or cromwell not good enough. The sherman for its price is hands down the best stock medium in the game. It could easily cost 120F. Pretty sure it's just a result of #USFNEVEROP
Sherman is good, but it has a lot of weight to carry, since the Jackson and Scott are specialized units while the Sherman is your only medium tank. Not counting doctrines, of course, even their price tags are about perfectly balanced against each other.
I'd say the OKW PZ4 is better on virtue of it's rngesilience. Sometimes it refuses to die.
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Honestly I haven't noticed anything weird regarding input lag.
It's the same as usual for us people from LatAm. |
Clear evidence that the Allies don't play fair. |
USF — Riflemen Support Company
Theme:
Riflemen upgradability (unique and new upgrades)
Unit and Ability Roster
Slot 1: 0 CP — Riflemen Smoke Grenades (RIFLEMEN UNIT ABILITY, 15 MUNITIONS PER USE)
Identical to the M23 smoke grenades currently on the Cavalry Riflemen
Slot 2: 0 CP — M10 "Wolverine" Tank Destroyer (AVAILABLE VIA THE BATTALION COMMAND POST, 300 MP, 80 FUEL, 10 POP. CAP)
Identical to the M10 "Wolverine tank destroyer from Armor Company (NO veteran vehicle crew though).
Slot 3: 2 CP — Veteran Squad Leaders (RIFLEMEN UNIT UPGRADE, 60 MUNITIONS, ONLY CAN BE UPGRADED ONCE PER SQUAD (I.E. NO 7 MAN RIFLEMEN SQUADS), ADDS 1 POP. CAP TO EACH SQUAD WHICH UPGRADES TO THIS UPGRADE)
Almost identical to the Veteran Squad Leader upgrade on the German Infantry Doctrine on the Wehrmacht faction. The boosts it gives should be slightly reduced compared to the Wehrmacht version. This should take up one single weapon slot space too (i.e. can still pickup one weapon). The squad leader should be the Lieutenant/Captain model, with a M1A1 Thompson or M1 Garand as a weapon (M1A1 Thompson preferably).
Slot 4: 3 CP — Riflemen Assault Package Upgrade (RIFLEMEN UNIT UPGRADE, 70 MUNITIONS)
Identical to Cavalry Riflemen's M1A1 Thompson upgrade, except now it's for basic Riflemen at three command points. This upgrade will give Riflemen the ability to replace two M1 Garands for two M1A1 Thompson submachine guns for increased close range firepower. This upgrade should only cost one weapon slot.
Slot 5: 10 CP — M4 Sherman Calliope (CALL-IN UNIT, 380 MP, 140 FUEL, 15 POP. CAP)
Identical to Tactical Support Company's M4 Sherman Calliope
Strategies and Rational
It probably wouldn't be a meta defining commander, but it would give US forces new abilities to play around with. Cavalry Riflemen will likely still be stronger at close range than basic Riflemen, but basic Riflemen will be better at longer ranges.
Additional Context
Riflemen were, in real life and in-game, the backbone of the US military during WWII. Infantry doctrine (as opposed to German doctrine) was focused around riflemen, rather than machine guns. The United States also used artillery (and airstrikes) very frequently, more so than other nations of the time. So the Calliope emphasizes America's frequent and effective artillery, while all the Riflemen upgrades put emphasis on Riflemen (and adds new routes for upgrades rather than the stale, many years old, M1918/M1919/M9 Bazooka upgrades).
I like this a lot, but the Calliope would need buffs, otherwise good stuff. |