Well if we're just talking about base economy USF and Brits have to get side techs for grenades and weapon pickups (brens/piats or bars/bazookas). USF also has to get an ambulance and as skysthelimit said, you don't have access to your full roster as USF unless you slow down your teching or backtech.
The micro that it takes to tech isn't really something people discuss when talking about faction balance or advantages. It just takes time getting used to remembering to tech at the proper times. In a month you won't have any issue with this most likely. |
Yes jp4s could be better if "used right," but a unit that is good when "used average" is better than a unit than is good when "used right".
And while the armour is good, if you are getting hit as a 60 range tank destroyer you've kinda fucked up allready. Much better to have a turret, high mobility, high damage and or high pen.
Grass is always greener on the other side.
JP4 gets camo too. They're just different units that both do their job very well in different ways. |
Thread: OKW UP?30 Jun 2018, 20:18 PM
Ok vs USF for example
They spam rifles and airborne/rangers etc + AAHT
How can you counter this? It has such large range that they can easily kite away from raketen, luchs cant do much because they will snare it with riflemen
Same for puma, it will still pin your troops allowing their inf to walk all over yours.
It's such an easy strat for US but very hard to counter with OKW, especially when their inf walk over most OKW inf (green cover volks isn't viable over most of the map...)
AAHT gets 2 hit by raketens. Just get 2 and camo them and one shot his AAHT.
Then just use an mg34 to support your infantry against his and watch for flanks and smoke. |
I voted for sextons because brits really really need something to break fortified lines that can actually move (and therefore survive and be viable and usable). I personally don't have a ton of trouble with lights because the AEC is so good. The only problems I ever have is with 222s occasionally coming before the AEC and my lack of snares meaning a dead UC and dead sniper most likely. Sexton needs a buff regardless of whether it is hypothetically made nondoctrinal or not (it will probably never be made nondoc though).
Air-landing officer and Command tank, what could possibly go wrong with 2 auras available in 1 doctrine.
Airlanding officer doesn't have an aura. |
You'd need a competitive level game where UKF achieves anything first.
Prior to SBP Bren Infantry Sections were so good that you didn't need Bren Commandos.
SBP made Bren Commandos cheaper and made their competition for mid-long infantry (Bren Sections) much, much worse, making them a more attractive proposition on paper. However, it also doused the already flagging UKF faction with petrol and set it on fire.
Lmao.
I find commandos to be better without brens, as you can use them in a role they excel in rather than waste them as more expensive line infantry. As a bonus, you also save 90 muni. I think they're great with brens, but better as a cqb unit doing something that the british lack in the first place. |
Yeah, that is mostly what I ment by range bulletin
Ah gotcha. |
I'm surprised no one has mentioned the bulletin that lets riflemen and the LT throw grenades farther. It seems to make a pretty decent difference and lets you throw grenades quite far, which is pretty useful IMO. |
Just look at the stats.
Commando bren stats weren't touched by the latest patch.
Commando brens are insanely strong.
Commandos with double brens are insanely strong at max range because they have, as vipper pointed out, similar dps to obers even considering the fact that the stens basically do nothing at that range.
To that end, commandos with brens have similar dps to obers at max, but the commandos lose dps slower with model loss than obers do.
Vet bonuses are generally in obers' favor. Good to note though that commandos get the ambush bonus with vet.
Commandos with brens are pretty nicely priced compared to other similarly performing infantry. Vipper already compared them to obers, but you can also compare them to double lmg paras, which perform worse than commandos. 380 mp (if im not mistaken) and 120 muni for a squad thats less durable than commandos (6 models at target size 1.0) and has less max DPS.
It's worth noting that paras are much cheaper to reinforce (28 vs. 35 IIRC). They also have an extra man and the ability that lets them suppress with 1919s. |
THat'd be really cool, but it probably just won't happen because lelic. |
Since this cycle is a rework cycle and not a bring back old maps cycle, the sooner the new version is posted the better? I would like to look it over myself, even though I am not a 1v1 player. At least post an overhead on this forum.
As a mapper, you know we mappers see issues with maps all day long that we could fix in under an hour. But the problems are sometimes hidden until the map has seen many hours of play.
The main problem I see with urban maps is:
1. Too many buildings.
2. Weird cover positions. Cover is usually parallel to the the buildings. And if it is not, it blocks pathing.
3. Lack of open areas. Close quarter combat decides a lot of engagements leading to vetos.
I do not recall Caen having too many of these issues. But could maybe use more open areas.
The version that is still in the game has the harsh cutoffs that are opposite the resources they remove, correct?
Yes, you are correct that the cutoffs are opposite the points they cut off. I thought Caen was a good map except for that, but that alone was enough to make me veto it. Kind of a shame, actually. |