Ok, I have 1 inconsistency, JLI vs pathfinders. These units have significant differences, but it doesn't change the fact that 75% crit + 50% ambush accy bonus is so much better than either double 40% crit or arty. Even if you buy the pathfinders double BARs they will lose to the JLIs most of the time long range, especially when both squads are vetted. If you try to close in on them, they will drop your models and you'll lose the engagement anyway, pathfinders are simply inferior, even if upgraded. JLI also have better formation reducing unfortunate targeting out of cover of a single model that the V-formations of pathfinders or grenadiers suffer from.
I appreciate Pathfinder arty, it's very solid for its price, but I would also appreciate if USF had a single infantry group that could ambush/punish OST sniper as for now they can't. OKW can build a kubel, pull an ambush with JLI or Falls. Ost has a myriad ways of punishing a sniper too, while SOV and Brits are fine as they can do a countersnipe themselves. This is more of a 2v2 issue as the only option you are left with vs sniper is to pull a significant flank, which may not work depending on enemy skill level or play with M20/AA halftrack. Pathfinders do not benefit from ambush bonus and can't knock out enemy sniper from afar the way JLI can, even with double BARs.
Also if IR STG Obers insta-detect camo'd units, why can't the IR pathfinders? ty Someguy
As for now JLI are only under control because you get 100s cooldown on calling them, so most players get only 1 or 2 squads of them. They are still super strong for 280MP + 60MU inf squad though. If the cooldown was shorter people would spam them again simply because of how strong the 75% crit is. If you want a bad solution to the fallschirmjager problem just slap 100s cooldown on calling them in. They will still be overperforming but will not break the game as that's just 1 squad.
Pathfinders should receive ambush bonus accuracy like JLI do. Even if pathfinders were a mirror copy of current JLI with their timing, requirements and unable to pick weapons from the weapon rack, nobody would miss the old pathfinders simply because JLI are stronger in 90% of circumstances.
/justified QQ
someone forget to tell us that pathfinders have a ability to settle down a free stealth reinforce point everywhere they want with no cd and build in like 2 sek. |
why not makes maps larger...should be easier |
And according to your logic, is even more susceptible to allied TDs, because now there is less armor for a bounce chance, less health to tank shots and no way to shoot back.
According to you and others in the panther/allied TD thread, panther can't counter any allied TD, because they are always at greater range and always protected perfectly from all sides.
So again, using your logic, what's smarter?
Getting 2 cheaper units that are always at disadvantage or getting 2 more expensive ones that actually fight back?
even kt and jp has no chance vs allie TDs when both players spend the same resources. 2 allie TD hold back JP4. and allie players can even get a good AI unit than.
what works is KT with ele/ jtiger and a good spoter |
Where is JP4 to keep these TDs not being able to do anything?
a KT and jp4 is a huge amount resources for comparison a panther + p4 which have better results in every case.
KT needs alone 280fuel + 3 Trucks and 140 fuel for a jp4
vs
185 panther and 135 fuel P4 + 2 trucks
p4 and panther has alot more mobiltys and can flank and have overall more dps vs Armor and AI...get heat shells and P4 is a ably to penetrate even heavys |
In the ones where you use it to support your army, not as your army.
my experience is: unless you have the right commander ( with panzer commander) you can provide better support with a panther and a p4...in every situation.
most fight are like this: KT roll to the front..first TDs see him and he shot maybe 1-2 times and most back to repair .
this isnt efficient. KT is to slow and has to slow turret speed.
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in which game mode is a KT Amazing? It gets counterd by a single allie TD easily |
SU76 has 60 range too....yes it has no armor and less pene....but still AI barrage.
Make Stug cost to 115 fuel and give it 60 range.
Or
make stug same cost like now and at vet3 with a muni invest per stug to get range 60
or give stug a time abilty like M1 AT gun to get more range (60) for 10-15 sec etc.
it wount be op and bleed ost muni even more...but in some situation you get your reward |
Ah yea forgot about the teching so it’s closer to 500MP+
All those other emplacements are recrewable, allowing recrewing while UKF is dead and that’s it, no recrewing.
Let’s remove the pop caps then and still have the, have all their benefits of vet etc. Allowing the UKF to wield more annoying stuff.
Haha super cheap sure, the tiger is super cheap in comparison.
The UKF has better infantry with better anti-infantry but worse AT options, worse MG, worse early LV, equal engineers but UKF is locked behind T1, better UKF sniper now, a choice between an expensive area denial and a better 222, no late game infantry to speak of, a decent AA vehicle, a terrible medium, a mediocre at best TD with choice between a Churchill or comet with the Churchill taking 1/5 of british pop cap, or the comet which is an anti-infantry premium and mediocre AT and a,l their CQC infantry being locked behind doctrines. So yes UKF is better than OST because it has so many units that don’t do as well as OST almost as if certain sides performed better in certain areas just like how USF has the best infantry, OST have best support and OKW with its late game vehicles and infantry
Seems like you lack a tone of information from other factions.
1. you calc the tech cost to a motor emplcament? than lets calc all thtech cost to get your first ober out...it should be around 140 fuel and a tone of manpower.
2.worse at option than ost? what are u playing? UKF has handheld AT WITH AT nades combined on cheap squad; has UKF sniper with critical shot; has AEC with critical shot, has superior AT 6 pdr, has FF with high alpha dmg and stun and 60 range with turret, has really good mediums and KT HP like tanks, and little pershings,
3. UC is one of the best early LV ingame..use it
4.MG42 and vickers are on par---vickers is better in cover/ houses and make alot more dmg and MG42 supress faster..which end in less dmg since supressed unit get less dmg
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First: motor emplacement doesn't cost 450mp.
2. why all cry that brits emplacements need brace?
Ask all other static emplacements why they dont get brace.
Pak43, LEFH, FLak emplacment, t4 schwerer, etc etc etc
3. what are emplacements ? units or building? if they are buildings (because no dmg in statistics...than why they eat popcap, can get vet and are similar to other similar units (pak43 for example), if they are units..why they dont shown in dmg statistics?
4. they are super cheap for this what the do...NONDOC. while UKD overall has nearly the same setup like OST...but mostly in better
versions
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Nothing wrong with what I've said.
One day you'll understand that units in CoH2 can't all be generalized under a single word and there always are one or multiple nuanced exceptions that do follow the role, but don't follow the pattern.
I'm sure you'll get it one day.
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