That's not true. Their brokenness comes from being able to benefit from cover while simultaneously mostly negating their opponent's.
Take them out of cover and A-Move them and they lose half of that advantage. They're still good, but not to an absurd degree.
No, the cover counter is the whole problem with them. Cover combat is a big part of this game and going JLI makes cover incredibly one-sided. JLI beat everything up to LMG Paratroopers in mutual green cover, meaning the only way to fight them with infantry is to blob up to point blank.
Degrading the game into a 4v4esque blobfest decided by artillery spam should not be the goal of balance patches.
+1
An infantry where the only way to fight them at all is "blob and run point blank" is bad design.
They get so many RA bonuses that they'll sometimes beat other squads 1v1 even if they have no cover too though lol. Had a game where double BAR vet3 rifles in a green cover lost 1v1 to jaegers in the open at midrange. |
P O W E R C R E E P WOOOOOOOOOOOOOO
1. The EZ8 in terms of stats is a great tank. We just keep buffing the units around it so far over the top it makes the tank seem subpar.
2. Its doctrine is very meh.
IMO it's mostly #2 that keeps me from using it. It's what keeps me from using it, that's for sure. |
P.s. I'm strongly in favour of 0 CP commander infantry in general. It's been argued about for a long time, but it has to be 0 CP if you want to increase the variety of play styles available
1 CP is just too late for standard infantry, though 3 CP is a good timing for elite infantry...
+1
I feel kind of ambivalent about whether they should be buildable from the hq instead of callin but I definitely see the rationale behind it too/ |
Time in between shots isn't simple, because of ready and fire aim time, so I'll just post accuracy and cooldown:
Kars: Accuracy near: 0.748 Accuracy mid: 0.661 Accuracy far: 0.598
Cooldown time near: 0.19 - 0.31 Cooldown time mid: 0.75 - 1.25 Cooldown time far: 1.13 - 1.88
Enfield: Accuracy near: 0.598 Accuracy mid: 0.564 Accuracy far: 0.529
Cooldown time near: 0.28 - 0.45 Cooldown time mid: 0.33 - 0.53 Cooldown time far: 0.38 - 0.6
Garand: Accuracy near: 0.713 Accuracy mid: 0.667 Accuracy far: 0.5175
Cooldown time near: 0.25 - 0.5 Cooldown time mid 0.38 - 0.75 Cooldown time far: 0.63 - 1.25
Kars and Enfields have 16 damage, while the Garand has 8.
So if I’m reading this right, besides the fact that enfields have god-tier cooldown times at mid and long range, k98ks cooldown faster at close range than garands? And enfields at long range cooldown faster than garands? What?
If I did interpret this right, does that mean garands really are a midrange sweet spot weapon or what? |
I don’t know if people have mentioned this but the ability is ridiculously massive too. I’ve said this a lot in various places but the minimal circle is much smaller than the actual ability circle (which you can see in-game on the ground) and the actual ability is large enough that you can deny from around the middle VP on langreskaya all the way to the northern base sector (which the bomber will also target inside of). Easily the largest offmap in the entire game at the moment for some reason. |
I’ve been having a lot of fun and success with airborne in all gamemodes actually, even though it seems to not really be viewed as a top-tier commander. 2 rifles and a path into an airdropped mg and captain tier seems to work pretty well for me, and supplement that with a pack howie and some paras all backed up by Jackson spam (maybe with one sherman thrown into the mix) and you’ve got a fairly versatile and pretty scary array of forces by the lategame. I’ll sometimes get a flak halftrack in the midgame if it’s really infantry heavy or almost always against ostheer. It counters flame tracks and 222s super well, can fight off luchs, and will maybe shoot down the bullshit overwatch sector assault planes in the lategame. |
The commander should be about riflemen short and sweet.
IMO the problem is that not only was flamethrower plopped on RE but there seem to be nothing pertaining riflemen rly.
They should get field defenses, flares, and more as playing this commander should accommodate a more infantry focused USF build.
IMO the general idea of rifle company is fine but it just needs tweaks to be more viable and useful (stuff like merging flares and fire up, removing fire up’s nonsensical debuff, and maybe even adding a new ability).
I think Ez8 is OK.
If we compare Ez8 with OKW's Pz4 (which is a no-doc unit and has same cost as Ez8), Ez8 is slightly better than OKW's Pz4.
Ez8 is much worse against infantry though. |
IIRC their accuracy is actually pretty bad (except at long range where its averageish). Its their damage and high fire rate that gives them their DPS.
Huh I honestly had no idea. Just out of curiosity do you know how their damage and RoF compares to grenadier k98ks and riflemen garands? |
Seriously? Do you not see the parallel with demo charges?
Yeah they can kill blobs. You might also lose a single vet 3 squad that's well outside the attack radius. There's nothing fair or good about that
Yeah demo charges’ radius was never literally half the map either (the minimal circle is seriously flawed in that it’s way smaller than the actual ability, which you can see on the ground in the game). |
Infantry sections are op, that fire rate bonus in cover is insane, top that with their accuracy and damage, no infantry can basically stand up to infantry sections in green cover. Oh and did I mention that allies can get weapon racks, to make them even more op. Oh how about, the medic squad that heals and is 5 man. People thought the 5 man gren upgrade is bad they have no idea.
And brits do have mobile indirect, they have a priest that fucking fires into my base. Oh and those so called op jagers, they barely do anything for you when you play against brits. Playing against brits is so frustrating, because they are barely balanced or not balanced at all. And the vickers has better damage than than the axis mgs for some reason.
Lul cover “bonus” is actually just removing a cooldown/reload debuff. So basically their weapons (yeah that includes brens and PIATs too) are shittier when out of cover. Enfields do normal rifle damage IIRC but they are pretty accurate.
Meanwhile jaegers have a sniper rifle that literally has 115% accuracy at vet0 but ok. |