Why not just run them down with the clown car? If you got sov sniper you can get the clown car as well right?
That’s definitely a possibility too, just you’re more likely to lose the clown car in that scenario. I like to countersnipe because that way you still have your sniper which gives you a huge manpower advantage that only gets compounded by further snipes. People don’t ever tend to get second snipers so yours can usually roam free (until 222 ofc but then it’s good bait for him) and even if they do that probably means they miss out on building an at gun or whatever.
I'd say the m20 is an actual option for USF now though. The increased long range accuracy means you don't have to go for a full dive to actually threaten the sniper, and when you do go for the full dive and it works, youre no longer trading 340/20 for 360 (down trading), you're up trading.
That’s right, I forgot about that. The m20 is definitely very good at killing snipers and I remember even pre-patch if it didn’t get the sniper on retreat usually 1 burst once it got back to base, even from pretty far away (as in outside his base, even) would be enough to kill it. |
Also on the topic of the AAHT, how do you screen for raketens while using it? I always feel like even if I have rifles in front of it it’s hard to keep it from taking a hit (and having to retreat it) because they can be a little more creative and ballsy with positioning since it can retreat and camo. I also have problems with paks sometimes but not as much since they’re more predictable. |
A straight "no" for making normal mortars fire WP.
There are locked behind Pack Howitzers and mortar halftrack so they cant just be spammed by every unit. Otherwise I would like to see Ost Mortars getting incendiary rounds by default too.
Everything else looks good though.
Feursturm (incendiary leigs) is a thing. I think it'd probably be fine as long as it cost some muni. |
On one hand, I think this is an advantage that is very much understated or never considered.
On the other hand, these units do appear from the edge of the map, which means this doesn't quite have as large of an impact as you would think it would.
Anyway, as someone who has wanted more discussion on assault engineers to take place, what do you and everyone else feel the problem is with them? Obviously your post implies you think they bring too much early pressure, but I'd like to hear why you think this is the case (the problematic factor(s) that leads to this).
For what it's worth, I'm leaning towards Sander's suggestion for them because I think their early combat performance is straight up too high.
Honestly I think the biggest issue is the fact that they're 5 men right from the start. Having 5 men in the very first engagements of the game is really too much IMO. Locking flamers would probably help too, but I would only lock it behind first tech so they don't come too late (pio/CE flamers probably will still come a bit faster).
I also like vippers suggestion but I would also bump their reinforce cost down to 29-28. In fact, it might be worth discussing lowering their reinforce cost in general anyway. |
I have a weird strategy but it's actually pretty fun to use if you can use commandos. It works with any of the 3 doctrines that have commandos in them.
I start with an mg then UC and sometimes build a second mg or section, but most of the time I try to skip it if possible and tech up immediately and then get a sniper and sappers (or sometimes skip the sniper if I don't need it or the map doesn't lend itself to sniper play). I get an AEC too and by then I usually have enough CP to make 1-2 commandos (I usually like to have 2-3 throughout the game, which is why I only have 1 section). I also get an at gun and by then I can put PIATs on the sappers and brens on the section, and I'll maybe throw in a second sapper for more at too. When I tech up I usually go for either a firefly or delay for a comet; I prefer the latter because double sappers with double PIATs, an at gun, and the AEC (especially with the treadshot ability) can easily take on medium tanks, especially now that sappers have snares, and people tend to get cocky and try to kill the AEC with their tank, which leads to a lot of tank kills for the Brits in my experience. At the point I get 2-3 tanks I'm usually at pop and that's pretty much it as my core strategy; I'll vary it up of course depending on what's happening in the game but that's the general course of action for me. The whole strategy is really centered around commandos and your tanks when you get them I guess. |
I actually really love all these ideas. Very cool and unique IMO and definitely able to be balanced.
I agree with most of this, just:
4) I´d rather remove the cost, but keep the after-penalty as it´s an interesting "think ahead" mechanic (of course remove the effect upon retreat, in fact no movement slow down should ever be applied to any retreating inf.)
Just removing the penalty on retreat would do wonders for the ability. I'd still honestly just rather see it as a normal sprint though. There's no reason it should have a debuff since it isn't better than normal sprints in any way. |
I marked JLI as OP and want to explain my opinion.
1. They are cheap, hordes of JLI in the team games is a thing.
2. They outshooting most of allied infantry with their scoped G43. It's ok for long range unit, but in number it become extremely strong.
3. Cost of G43 is cheap and provide only excess micro. Usually, you just call-in jagers and give them G43 right off the bat.
I won't say, that they non-counterable, but extremely cost-effecient. They cost like volksgrenadiers, but their only real weakness in comparison - lack of AT capabilities. I would like to see price increased for them.
221/223 looks fine for me, but some price tweaks between armored car itself and upgrade for it would be appreciated (cheaper 221, more expensive 223 upgrade).
Pretty much my thoughts exactly on both units.
I’d add that .9 accuracy against heavy cover with the sniper g43 is a bit much as well, pretty much negates the efficiency of cover entirely which is a bit cheesy and is generally a complaint about real snipers. Paths don’t even get that bonus either, and stack that on top of high base accuracy and the 50% first strike bonus and they almost never miss a snipe. IMO in addition to initial cost increase, one of those qualities should probably go, I think the heavy cover bonus accuracy would be the best to remove if one would be, since it doesn’t really take any good usage to take advantage of but just punishes players who use cover, meaning the only way to counter them with infantry is to blob up all of your infantry and just run into close range, which isn’t really a fun or tactical experience on either side.
Also, I think assault engineers (which weren’t in the poll?) are too strong in the early game right now. They definitely feel manageable in the lategame to fight against and lack at and all that, but they feel rather oppressive to play against in the very early game. IMO making them 4 men at vet0 and giving them a fifth at vet1 or vet2 would make them much more balanced.
Edit: I also think the valentine could be a little more consistent at killing infantry seeing as it comes kind of late and is fairly expensive for a light-ish vehicle (I say “ish” because it does take two fausts to engine damage but still doesn’t have the health of a medium). Maybe just less scatter on the main gun would do it. |
Sure!
Alright here goes then:
Just reading a bit on the reddit thread, I saw you think pretty highly of the USF AAHT. I don't tend to build it a lot just because I feel like it's a little clunky to use in 1v1s and I would guess it's because I'm more used to stuff like the stuart and t70 and luchs and aec (so light tanks I guess). Do you have any tips on just general usage in terms of how you position it and what you're doing with it strategically?
How do you make conscripts function most effectively in infantry fights? I guess that's a pretty broad question so any advice on conscripts use would be great.
Thanks for taking the time to do all this. |
No, it's not, IT'S A CRAPPY get out of jail card to avoi putting any effort to balance infiltration, you all know it.
There's LITTERALLY no point in rifle sturm or commando infiltration. The whole point of infiltration goes away (don't come at me with a ridicolous "cap cut off" bs answer). When the upgrade takes AT LEAST 30 seconds the enemy will 80% of the time engage before and make your elite commando bleed, when it takes less than 30 seconds people will still righfully complain about how its still a no brainer win engagement button.
Instead, a reasonable approach would be actually giving any faction ways to eliminate infiltration unit entrance points.
Any faction should be able to burn down or make explode any building nondoctrinally through paid munitions.
That's why literally all infiltration units have camouflage. It's really not too much to ask to plan out an infiltration and not just pop out right in the middle of enemy lines. You pop out somewhere where his squads aren't and sit in camouflage while you upgrade and wait for nades to cooldown and then you can attack him behind his lines still. I've done it almost every game I use stormtroopers to pretty great effect, especially with the incendiary nade against unsuspecting mgs. It's still much easier to infiltrate with the building spawn behind his lines and wait for the upgrade than it is to manually guide commandos/stormtroopers behind his lines. |
The counter play is key and I think a slowed impact via free upgrade is the best measure. That means planning is required and if caught on infiltration before the upgrade they are poorly armed and can be fought off. A proper infiltration would require time and I think that's a fair trade off for popping up behind the enemy lines.
+1 |