Yeah 5 rifles is way too much. Get a mortar, a .50, or elite infantry instead of the last two. |
I used to have so much fun with cheeky drive-by shootings with vickers-k’d infantry sections in an M3. Poor mg42s never knew what hit em. Now I don’t really use that commander tho as the ones with commandos are better I think. |
Game aside, I find it funny how OP claims soviets produced smgs becouse they were easier to train soldiers for. Smgs being much harder to control and score a hit than rifles were actually the reason why soviets dumped all of their smg programmes before losing a war to finland. Only then, they decided that one of the main reasons for the loss was superior infantry tactic of their opponent, who deployed single smg to every infantry squad. That smg was given to squad leader, who was the most experienced and best trained soldier, that could control the gun in close combat and could lead the charge of his men. Similarly, existance of shock troops as separate units was coused by the fact they needed longer training. Typical frontline troops did indeed get smgs as well, but only later in the war when soviets could train all the soldiers a little better then in the early years. In fact, a badly trained soldier with smg will soon be defenceless shooting all his ammo off. That is why they gave them rifles that shoot slower and need manual reloading.
Obviously, the game is dated around 43-44 in the eastern front so in this case having some soldiers with smg and some with rifles makes sense historically. But it is definitely not becouse smgs need less training.
Another example is how (IIRC) the modern-day US army changed the M16 to be only single fire and 3 round burst mainly because they found soldiers would panic and waste ammo by spraying entire magazines uncontrollably if given full auto as they were in Vietnam. Worth pointing out that a lot of the soldiers in question were also probably green draftees (basically conscripts). |
Thread: Bofors14 May 2018, 05:45 AM
IMO it should be more like the okw flak cannon (the doctrinal 20mm one not the free bofors you get with tech). Make it slightly less central to the army composition but also a little weaker to match. Wouldn’t make any sense from a realism standpoint but it’d be much better for balance I think. |
IIRC the speed bonus is awarded with vet (I think vet2) so vet0 commandos won’t have it. |
what? nerfing units is not a faction rework. Removing mortar pit for a mobile mortar, making IS comparable to other infantry instead of special bonuses in/out cover. Those are would be reworks. Only reason brit lategame sucks is because the comet and cromwell were overnerfed. Firefly is fine and the centaur is currently OP (getting nerfed).
Offtopic but frankly mortar pit should be reworked IMO. It makes axis players rage and it hamstrings Brit players who don’t want to use emplacements. If nobody likes it why is it still a thing?
On topic: only issue I take wth usf really is how stupid their teching system is. You either get all the suppression tools and no real at or all the real at and no suppression tools and an rng popcap sink (pack howie). That and maybe lacking in the garrison clearing department despite being a super aggressive faction. I’m always in awe when I play the vanilla factions and I can just grab a flamer and start roasting garrisons so easily or just huck lava nades about with okw. That being said ost doesn’t need to be any more vulnerable to usf. |
WtF is this doin in a strategy desk is beyond me.
Also, wehr already is quite hard to play, assuming u dont abuse all of their broken BS like double mortar or the turbo-sniper.
This is a meme of a thread but it’s worth pointing out that it’s pretty ridiculously easy to abuse wehr double mortar. Turbo sniper not so much but it’s still there. |
PACK howi should never be standarized to a mere mortar.
With requierment of 3 men crew and being very slow, it always should be long range focused.
USF already has a mortar, 2nd one that requires bigger crew and can't retreat is not needed, its beyond me how did it even happened to even get the idea.
However only longer range will also not cut it as then it'll be vastly inferior 120mm.
I've said it once in the past, I'll say it again with a small update:
Was it up to me, I'd make PACK howi act as an actual, mobile howi.
Performance somewhere between sexton and 120mm, BARRAGE ONLY, 160 range.
Price, pop, cooldown, number of shells adjusted to desired effect.
This way USF receives something akin to other factions rocket arty, but not just a copy and it wouldn't be long term muni strain, like Major arty is.
This. It always frustrated me how the pack howie was some sort of weird merger between mortars and howies that it never had any business being, and I think that’s why it’s such a problematic unit. IMO it should also shoot more than 3 shells per barrage if such a change was made.
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1- I'm not sure if Mortar should be on your build order, that something you build if there are HMGs. It shouldn't be replacing any riflemen on your build order.
2- 3 rifles + Captain is not enough, you want 4 rifles if you go Captain.
3- You usually want to go Lieutenant first in this patch, and then 3 RM + Lieutenant is ok. Then you want to build a HMG.50 and reserve some munition for Zook if a Luch is pointing out (which is unlikely on this patch). Dual HMG.50 would probably lead your opponent to go T1 for a ISG because he can't do much vs well microed HMG50
With sufficience pressure you can also force him to build a flaktrack, there it is to you to do a good flank to destroy it. But as you experienced it, a well microed flacktrack is difficult to take down, thanks to its smoke. But that's the game
If you go sherman, the upcoming tank isn't going to tear you apart if you don't do silly things with it such as diving or using it as a spearhead for your forces. OKW Pz4 have good armor but that's it, don't dive, don't engage them alone, make sure you can destroy engine it before going too close and make sure there isn't a sneaky raketen. Learn to use smoke canister as well, that's important.
Don't go sherman if there is a jpz4.
+1
I'm really liking an lt build this patch, especially with recon support, since you can kind of just stall your way around early vehicles (especially with a .50) until 4cp, when you can call in a really good at force that supplements shermans really well IMO.
Also remember that .50 calls soft counter flaktracks XD |
Typical response.
Allied blobs nearly aren't as powerfull against german armor because of the difference between penetration rates and heavier german armor values(Panzershreck pens waaaay more frequently than the M9 and PTRS). Not to mention rifles and penals are more expensive to build and reinforce, something that the volksgrens dont have as a downside.
Also you lose 2 rifles as opposed to one, and half the issue was the fact that vehicles used to award way too much exp for infantry, so hit a stuart a couple times with volks pschrecks and they're already vet4 while all the allied infantry are like vet2 at most, which aactually increased their ai power, rather than decreasing it. |