A player choices on units should reflect game style preference and not simply better stats.
A player want to use fast tanks aggressively he would go hammer. A player want to use heavy tanks combined with infantry he would ho anvil.
(As faction designed it would be allot easier to balance UKF in the Hammer/anvil choices had more impact on UKF units/emplacements. For instance UKF units could be toned down but have hammer engineer increase speed reduce size and anvil engineers increase armor/HP)
I like these ideas, but making UKF early game any more fragile could have major issues. The 4 man squads against snipers is still an issue. |
Good luck surviving to the late game as Brits without any side tech, especially after the nerf to their tanks.
Ok add the 15 fuel for brens. They're now at 370 fuel while the scenario I put OKW at puts them at 340. Still not factoring in the 10 fuel gap at the start. Regardless OKW will either be forced into JP4 from fear or take a risk of getting a p4 and getting steamrolled when wrong if the churchill is buffed prior to the p4, rak, or brit tech is dealt with. |
Some additions about usage of HMG.
Beware fast M5 with flamer engi inside (clown car), this can tear down mg in garrison within seconds. That´s why I recommend you to always keep at least 1 grenadier squad near your HMGs so clown car cannot close in and burn them. Also Clown car has low armor so prolonged hmg fire will tear it appart at long range. Just don´t allow it to close in - fausts, and you´ll be fine.
Also always keep an eye on your HMGs. Once penals close in and throw satchel charge, be ready to ungarrison yourself withing 3 seconds or you will lose the HMG once the house fall down.
M3 is clown car, M5 is meatgrinder quad. Also Hector check private messages. |
...without balancing other areas upward to compensate.
Precisely. As long as conscripts are crap, soviets will be either cheese or crap. |
That's what happens when you take away all the cheese from the faction that was based around cheese. |
If you buff the churchill you'll put OKW lategame into a risky position. Churchill tech rush without side teching will cost 145 + 210 = 355 while OKW tech into T4 is 30 + 25 + 120 and then given you go P4 because it's the jack of all trades tank you have 175 + 150 = 325 and then +15 if you want to have medics, which you do. Meaning that as long as the rakatten is bugged, and the p4 is more or less useless against heavies you either roll over OKW around the 12-17 minute mark for about 5 minutes, OR OKW are forced to save for panther or go JP4 out of fear of churchill rush. Obviously this is an issue because of the lackluster rakatten, p4 and brit teching issues but this is what I think needs to be considered before ever buffing the churchill. Oh and I didn't factor in the fact brits start with 10 more fuel because reasons Kappa
EDIT: Also keep in mind that because the panther has horrible RoF it cannot take on a churchill alone in a reasonable amount of time. It can pen easily, but the only real answer is the JP4. |
Yeah, I know. I examined the match a bit while typing this thread, so a thorough analysis is not that needed.
Tried playing some more games, but couldn't get a loss (that must be good sign). The biggest problem is still that I don't know how to deal with (summer) semoisky and the new penal meta.
*Edit: RIP replay. I'll get a better one now *
I believe Imagelessbean's advice of double MG is good against penal spam. Especially on a heavy garrison map such as Semoskiy. Semoskiy has the tough choke points outside your base leading into the mid and it can be difficult to get back over if you get pushed out of the mid. Because penals take a pretty long time to create because of tier buildings and their actual build time you shouldn't have a problem getting an MG42 to a sound garrison in the mid. I don't know about an immediate 2nd MG42 but MGs are great for defensive play. If you do happen to get pushed off use the ostheer mortar. Still one of the best mortars in the game. |
Can't we just make a ppsh doctrine good? Like change something out for mark target or something? Mark target is probably the best soviet ability in the game. Of course balance the doctrine so it doesn't become the next guard motor and spammed every game and balance cons accordingly but I don't see a problem with keeping it in doctrine. |
I'll start by saying I hate the flame grenade because it's ahistoric and complete fiction in an otherwise generally authentic game. Anyway the problem with the fragmentation grenade was that it was the only anti-building weapon OKW had at the start of the game, and didn't actually deny the building. If the other player was paying attention, he would just exit the building on the other side, let the grenade explode, then immediately go back inside. Now you're out 35 Munitions and you didn't do anything at all, he still has the building. They added the flame effects so that the other person could not simply re-enter the building, they would have to give the building up.
Ah see now that actually makes sense. Still though, it's frustrating sometimes how volks don't have a burst damage grenade and have to either go for infiltration grenades or wait for obers for bundles. With the flame nade if your opponet isn't asleep most of the damage is negated. This wouldn't be a problem if volks would win against the squad they're clearing, but if it's anything other than conscripts w/o ppshs or an MG or an engineer they just lose unless you're supporting the clear. |
While Tobis is correct, I'd love to see some ME-262 action |