Well, I don't have the math, but from my observations over the course of the game's life and my familiarity with the USF early game, the game favours weapons with higher damage models to quickly burst down other models/vehicles unless your name is Conscript Mosins which is neither accurate enough or fires fast enough to compensate for bad rolls. Dead units and models don't contribute to DPS so even if the Garand has the ability to quickly rack up damage when given time, whether you will have those models in actuality is something else entirely given a volley from a Volks squad can deal anywhere from 12 to 60 while a full volley from an M1 Garand deals 8 to 40 and in a game of fluid movement, whether you have time to actually get that many number of shots off is another question depending on the situation.
The DPS between the two rifles aren't incredibly different on paper, but the Kar98k's ability to deal significantly more damage in a shorter span of time allows it kill off the models that quickly expose themselves out of cover for those short periods. Higher accuracy might be a placebo effect on me, but I find Volks generally do better vs units in cover.
Volks Kar 98k Accuracy
0/25/35
0.748/713/0.679
Riflemen Accuracy
0/16/35
0.713/0.667/0.5175
Mid accuracy isn't the greatest difference when you have things like cooldown, ROF, etc which allows Rifles to somewhat compensate for their range profile. When you look at where both rifles reach their mid range, you need to be closer with Rifles to reach that 66% at 16m vs the Volks 71% at 25m.
TLDR: Burst damage is generally far better to have those sudden spikes, particularly during infantry combat where your DPS drops as models get lost unless it's late game and both sides have upgrades. You want to drop those models ASAP to kill off the other side's DPS rather than chipping their health steadily overtime. Higher damage and accuracy rifles do the sniping models thing better than the M1 Garand.
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Volksgrenadiers will likely have their weapon slots looked. Of course more commander stuff is also on the way, and hopefully, that big adjustment to friendly-fire AOE which is all over the place.
That seems to be generally my experience for whatever that counts for. Another good example is how infantry sections are king of cover fights in pretty much any situation (out of the mainline inf anyway).
Do you mean "looked" as in "looked at" or locked? Because those could mean very different things.
Also, is WASP ever gonna get some love? It has about 1 minute before paks and 22s arrive and it gets countered by the units its supposed to counter half the time, anyway. |
I've really loved that you can actually call in commandosat a reasonable time and price for sure. I feel that the doctrine is somewhat overly muni heavy though, without anything to balance that out except for the commando callin, however, it does allow for not double brenning as sections with commandos in support allows for aggressive play and good trading without muni weapons, which frees up a lot for other uses. It'd be nice if in the original design they had put at least 2 things that weren't muni based though, as it just feels impossible to ever use everything in the doctrine. |
LOL YOU'VE CLEARLY NEVER WITNESSED COH1
Lolol.
Seriously though, for a long time I've thought that the soviet mortar should be the gold standard for indirect fire, and maybe even then nerfing it all more. Mortars shouldn't be able to autofire moving squads from halfway across the map and hit 9/10 times. |
It'd be nice to just get a normal mortar as brits in aaddition to having the mortar pit. It would give a lot more flexibility to players like myself who play mobile and avoid emplacements/sim city building.
Speaking of which, love the commando regiment changes though. Not sure if it's the right place to discuss it, but I saw in the notes for it that the goal is to have more long-term sustainability of the commander, which I think making maybe either the smoke raid or assault an individual squad ability as opposed to global (so like sprint or fire up as opposed to for the motherland or valiant assault) and tweak them to fit that role (ofc), because a lot of times I wish I had something to use tactically but I either can't or am not willing to pop 90 muni for a global ability. I think that'd just help the commander be a little more versatile/usable IMO. |
Lol.
I don't think the 50% hp nerf is deserved considering that it has quite the low range and is the most expensive rocket arty.
Why don't they just give it 240 HP if they have their heart set on HP nerfs. Why does the balance team have the irrational need to only work in factors of 2?
Every other comparable rocket arty platform (lm is crew serviced and Callie is a tank, so basically talking katy and pwerfer) gets one hit by tanks, so why would you give the Stuka 240hp? Also, stuka has the unique trait of being able to fire without penalties based on distance or fov, which means you can keep it much safer than any other rocket arty as it can sit at max range and fire just as effectively.
If you're losing vehicle rocket arty to other rocket arty (especially to land mattresses ffs) them you've fucked up hard and it's deserved. |
Because only axis have mines and at guns.
It isnt that hard to not run a light vehicle into an area where you have not swept.
Axis are the only ones with mines that 1 hit light vehicles (except the m20 but then you get a lot of warning by the presence of the unit). Allies also don't get invisible, retreatable at guns (don't OKW's team weapon crews also not suffer 1.25 RA that other factions' do?), so no creeping and no double hold firing or anything like that. Even a single well micro'd cloaked rak on hold fire can basically guarantee a kill against light vehicles. That being said, I think that they're in an ok spot (rak actually needs more consistency as in not shooting the ground all the time), as raks are shorter ranges and can often get bs one hit wiped by real tanks (much like kt wipes normal at gun crews ) and 60 muni is a really hefty investment for a mine, even if it is as accessible as tellers are. Also, that's kind of what you get for not sweeping and not using combined arms. |
I think the only things that really bother me about the kt (besides the repair thing but that's getting changed anyway) is that they hardly ever miss infantry and are fairly easily able to wipe full health, spaced out (even 5 man) squads, and the fact that they can be called in with lost trucks.
Also @insaneHoshi (because I don't want to quote the whole post or try to snip on my phone) every single unit had upkeep costs lol. Even the ambulance and okw searchlight. I'm not 100% agreeing with OP that it has no negative effects but that doesn't really count as a negative effect. The only time, however, I wouldn't build a kt or even hesitate to is when they have like 3+ TDs or I'm in a teamgame and going for a jt. They even counter at gun walls lol. |
Panzerfusliers will now be useless with their new pop cap. OKW is finished
Like okw needed pfusies to win lmao. |
This is obviously something you guys can't control, but I'm just gonna throw it out there that it'd be nice if you were able to release more frequent, smaller scale patches so that you and the community don't feel obligated to fix every single thing wrong with the game every patch since they only come around like once a year. It'd also help fix stuff that the previous patch causes (looking at you, lend lease meta). |
If you ask me it's the other way around. I would say that mortar cover is an extremely underrated ability.
Even if you split them, though, that leaves you with one slot open; in that case what would the Commando Doctrine need that fits the theme?
True.
Not an ability, but it'd be nice if you could produce more commandos from the commando glider (like the vanguard glider) instead of being forced to wait like 5 minutes or whatever the crazy cooldown is and pay 150 more manpower for additional squads. Unless that's intentional to prevent spamming(?); not that I've ever seen commando spam or it being viable at all (it'd be a good meme though).
In terms of abilities maybe a vCoh-esque US airborne airdrop of munitions since the commander has all but one of its slots filled with muni-based abilities? Air supremacy might need some tweaking or something as it's a bit op to be able to one-hit okw trucks with it.
For recon support (usf) it'd be cool if IR pathfinders were tweaked into a 2-man scout sniper squad (so basically the same as the soviet one) that still gets the barrages with vet. I think it'd add a lot of flavor to the commmander and add an alternative to countering garrisons other than going rifle or armor for flamers. And then ofc changing the airdrop ability to make it actually usable. Maybe just drop one airborne squad and make it cost a little muni as well or something?
I'm actually tbh a bit surprised that mechanized is being changed as it seems pretty solid to me. The m3 ability isn't practical and recon runs for usf commanders are stupid, but IMO airborne has the most glaring flaws/overall poor design after recon support. |