Just a couple super basic tips I guess:
Golden rule of early game is always 2v1 his sturms (the guys with stg44s).
Flanking is key too, if you can get used to it as a habit and regularly pull it off. You might already know this, but I always try to attack from multiple angles instead of having my forces come in from one direction.
I actually like stuarts a lot, and if you can get decent at microing them it'll help your vehicle play in general, since it's basically a mini sherman. The abilities are great too if you get used to using them. However, it will delay your sherman pretty heavily, so make sure you are prepared to counter his first medium tank without one of your own. |
War, war never changes
(War being coh2.org threads). |
Armor and tactical support are not worth using IMO, and rifle is somewhat mediocre (best things about it being flamers and EZ8, but not much else is super useful).
Airborne, infantry, heavy cav, and recon support are al prety usable IMO, but heavy cav is definitely among the best mostly for rangers and pershing. Also, the one caveat to airborne is that it's super manpower heavy. |
The armor bonus is far from useless. There are other units that fight panthers besides SU85s in this game. |
Moot point, you can still benefit more as axis on any house at any point.
who the hell play brits in 1v1? Kappa
vs brits you can always use snipers or leigs to clear houses.
Also, when everything fails, you can always smoke houses, they will be useless for 30 seconds, more than enough time to maneuver around it, and all factions have access to smokes.
Also it's not like brits are renowned for their garrison clearance options (litearlly just sniper, and the slowest in the game at that) in 1v1s. |
And that mean the game has deteriorated to I spam infantry with Heavy TDs. I don't really need anything else.
As above pls try the MOD and provide feedback.
So the better solution is make USF and unplayable in many situations? Have fun "countering" panthers and OKW p4s with only shermans and 57mm at guns if you pick the wrong doctrine. Why something called a "tank destroyer" destroying other tanks while it can't do anything to infantry (and said other tanks can) is a problem is beyond me. Should we have certain small arms that are only good against elite infantry and other small arms that are only good against lower tier infantry? By the same logic, the fact that BARs perform well against obers and volks alike is clearly a problem, as volks and obers are not the same type of infantry and obers are able to better withstand BARs than volks, making volks obsolete in the face of obers. The fact that lmg42s perform well against both rangers and riflemen alike is clearly a problem, as rangers and riflemen are not the same type of infantry and rangers are able to better withstand lmg42s than riflemen, making riflemen obsolete in the face of rangers. |
Generally speaking the CP 0 units in USF (new assult engineer also) seem to allow USF to add allot of pressure since the can have an army of 1 R.E. 1riflemen 1 Call-in pretty fast, especially vs ostheer.
On could have this abilities start in cooldown similar to Osttruppen and check if they need to increase that CD.
One can also have this unit start with lower quality guns and lock their weapon upgrade behind tech. That might also be a way to lower the CP for Paras and Rangers (CP to 2 (1?) weapons needing Major?)
Those are good ideas. Would definitely work for paths, but I think assault engineers are more or less fine. OKW sturmpios are pretty similar and have better dps at range (negligible but it's there) and are a starting unit.
Paras and rangers are 3cp though. I really wish they were 2 and had weapon upgrades locked behind 3. Paras at the very least should be with their bad target size. |
You kinda proved his point.
95% chance to pen at far range is pretty much exactly in line with what he was trying to say. You might, might bounce a shot (1/20 chance is a chance I guess). I'm not sure what other conclusion one would come to given the data you yourself provided. |
The balancing factor for "heavy TDs" is the fact that they can't do anything at all to infantry. There's no need to change their performance because simply getting them is a pretty large tradeoff. They also have pretty much no armor and will get penned by everything (JP4 being the exception) and shot slower and are more expensive than mediums, giving mediums at least a chance against them if you can get close enough. |
I didn't want to nerf USF in the first place, actually I have posted multiply times that imo the USF power level should not change but that other factions should be toned down.
On the other hand if USF is redesigned without to have no disadvantage in tech, imo it should have a tech tree that is balanced around Ostheer tech tree.
USF still doesnt have a lot of things that ostheer does. No flamers, no sniper, no rocket arty, nothing larger than medium tanks, 1 combat infantry squad, no t0 hmg, no halftrack. It's got its own advantages and disadvantages already (like pack howie, which really shouldn't be removed as you suggested). Ostheer has plenty of advantages that balance out the fact that riflemen are slightly better than grens (and much better in the late game after double the muni investment). |