I'd save my munis rather then getting G43s on Pgrens. The DPS raises for long range but lowers at close as expected. However the overall DPS stays pretty much the same. You're better off getting other upgrades as Ostheer since the faction usually requires a lot of munitions. The StGs are also fantastic mid-close range weapons and pgrens with vet are fantastic. All G43s really do is lower RoF a bit but raise the moving accuracy multiplier from 0.5 on the Kar98, to 0.8 on the G43. Just stick with the StGs, they're great already and if you have screcks on the squad you shouldn't be relying on that squad for anti infantry. |
Thread: Hi all!14 May 2017, 02:04 AM
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Huh. Is there any sort of rule for whether it does or does not ignore cover at 10m?
Not sure what you mean by this. If you're asking "Does the kubel ignore cover at 10m?" No, cover bonuses always apply against the kubel, cover is always directional though. If you're asking "Is there a 10m rule I can use to determine which vehicles follow the 10m rule?" No there isn't a rule for that either. You'd need to ask a modmaker, I'd suggest Mr. Smith as he's generally very accurate and reliable. Although there is no rule just remember that most vehicles do not follow the 10m rule so a vehicle 2m away will still be be under the effects of cover. The luchs as far as I know is one of the few exceptions. |
Didn't know that vehicles didn't get the ignore cover thing at <10m. Do RETs fire faster than riflemen? If they did, it would definitely make sense that they are beter against kubels then, since they get the same pen and 100% accuracy.
Would also add that circle strafing kubels is definitely a legitimate strategy as long as your guys don't get pushed around too much when it turns.
Certain vehicles do follow the 10meter rule. The luchs for example does. |
Thread: MG34 12 May 2017, 15:22 PM
Lets talk about openings.
OKW : volks/kubel if need sturmpio, raketen. You can spam one unit or combine them.
USF : rifles/RE/mortar. Can spam rifles and RE or use combine, if need mortar (but its only vs hmg and static unit in cover, imo better dont build it.)
Brits : tommi/vikers/carrier. Looks like only brits have strong combine early game coz tommi + vikcers + carrier, but ts expencive units.
Osther : pio, hmg, grens, mortar, sniper. Spam, combine army, but without light vehicles.
Soviet : cons, pio, t1 or t2. Many openings but with tier its slow and cost MP.
So what we see, OKW are not best, but not worst.
Maybe mg need vs penals in early game for OKW, but to get a lot penals need a lot MP, OKW will be better with early push and map control (but depends on map maybe). Side teching will be block faust coz fuel, its will be mean more problem with m3/m20 cpz build raketen is to hard or plants mines.
Dont agree about infatrys. To be best infatry, allies need a lot time and amo + fuel. Axis infatry have some + coz thay get upgreides are in teching. Main problem for ostheer its 4 man, compared to brits its dont look good. But we forget that teching and units from it make infatry strong with synergy.
Holy crap I agree with Vasa. The biggest issue with MGs while I'm playing is when a squad runs into an mg while trying to cap, gets suppressed and then is still able to fully decap and capture a point while under MG fire because it just decided not to pin. As seen in Miragefla's video, both MGs are capable of pinning at max range relativly quickly, so I don't understand how a squad can decap and then cap while under continuous mg fire. It's not because they're sitting in green cover either. At the very most they're all in yellow, but sometimes they don't even have cover. This applies to all MGs as well, not just axis. |
Best bet is Brit sniper if the map is open. If there are flanking routes obviously a good flank can kill snipers. AEC can also work, but with gren fausts it can be quite difficult plus theres the added danger of teller mines. While the brit sniper may have high aim time, proper positioning and micro can deal with them long before the sniper can recloak. But keep in mind that a good sniper user will back peddle after taking a shot as a precaution of countersnipes/flanks. It is best to position your sniper as far up for vision as possible without compromising his position. |
Shocks: PPSH
Assualt grenadiers: MP40
Assualt engineers: I don't know but it may be a grease gun.
Try comparing Sturmpioneers to Panzergrenadiers. Both 4 men, both 4 StGs and Pgrens do decent long range damage. They won't be winning against tommy squads that are built to do long range damage, but they'll contribute to a fight even at long range. |
Good thing you said average. *P4 crying in corner*
But on a serious note, the game has RNG mechanics which make up the combat system for the majority, however the difference between this RNG and the RNG you may be thinking of is "we" as a player can manipulate it. Most units are fairly consistant when not moving. *cough* conscripts *cough* So when you have a tank fighting on the move it has a disadvantage against a non moving tank, but can you turn that disadvantage into an advantage? Can you get to his rear armor? Or is it even worth getting on the rear armor? All of these things have RNG to them but you can manipulate them on the battlefield as you see fit. |
Ambulance costs 4 popcap and arguably the most in resources (250MP, 10F) because it has AoE heal and you can reinforce from it on the front lines in a mobile fashion. Ostheers costs 150MP 60M + bunker build time, which could be seen as the most expensive. OKWs costs 100MP, 15F and since fuel is the most scarce resource could be seen as the most expensive. |
120 Mortars are still seen here and there thanks to defensive doctrine, which ain't that bad IMO.
You can counter Pak43s with ToT Arty from Infantry Company!
True, but why get m42 tiny at gun when you can call in M4C shermans. |