This.
This is why I think that every Army should not have weaknesses that are counted as "asymmetrical balance" and need another Army to compliment them (like for example OKW and Ostheer, UKF and USF) in order for them to achieve their average potential.
A few examples of this:
OKW not having a T0 MG and resource caches like Ostheer, meaning there's a great reliance on Ostheer for early MG support, which is VITAL on chokepoints in big team games, and the Ostheer not making resource caches because of 2 reasons, not wanting to or not being able to, both happen frequently, I've had it myself many times before, IF there is even an Ostheer Army to begin with. I've also been with an entire OKW team a few times and frankly speaking if you didn't huddle up somewhere on the map to make a giant OKW fortress in the middle of the front and have a mobile force defend the flanks you were pretty much done for, no early T0 MG meant that Allied infantry reigned supreme through the entire match and you couldn't stop them even if you spammed Kubels, Sturms and Volks, resource caches meaning that they had far better and more tanks than you in the mid-early game, effectively fucking you over.
And then there's UKF and USF, the UKF having an earlier and arguably better at it's job MG which the USF lacks, weapons at the front (Advanced Assembly) and a mobile weapons carrier from the Special Weapons commander which again the USF lacks but needs really badly and Armor which can take a punch, which again, the USF lacks, badly, but needs, again, badly, very badly in fact. If it wasn't so Relic wouldn't have added the Pershing or M4A3E8 Sherman and there wouldn't be so much discussions about the Jumbo being added to the game or the regular Sherman being able to be upgraded to the 76mm version, or the very rarely mentioned Jackson on the Sherman hull which would give it the same HP and Armor as a Sherman.
The UKF lacks a mobile mortar, resilient and not cover reliant infantry, and faster tanks. All UKF armor apart from the Cromwell and Comet (no the AEC is not Armor) are slow, but again, at least they can take a punch compared to USF Armor. Something which can be remedied with the addition of the M10 Achilles for example which is armed with the same 17 pounder gun of the Sherman Firefly, more mobile, cheaper, faster, but lightly armored and easily destroyed, but can more easily and cheaply keep up with the Cromwell for support if you don't wanna go Anvil for the Comet.
So yeah, I think that Armies should be designed so they're self-sufficient but compliment each other to achieve higher effectiveness, not normal effectiveness.
That's just bad game and faction design if you ask me and only server to shoot the game balance up even further than it already is.
Ywah lately I've been thinking that this game would have been so much more balanced if every army actually had a complete roster with units that come when you actually need them, so we wouldn't have problems like no early mg for okw (and to some extent, usf), ukf getting roflstomped by double mortar/isg, okw not having caches, usf doctrines having to fill in for rocket arty, tough tanks, units that aren't riflemen in early game, flamers, and mines.
The best way of dealing with them is to stun lock them. Either use ram or tulips.
Meh. Both of those are inferior to flanking and blocking since they both only last like 4 seconds or whatever, definitely not enough for even all of 2 players' tanks to do a lot of damage to the jt/ele, even if they're already behind it.
IMO they're just poorly designed because the counterplay to attempting to counter them is literally just don't be afk. In elaboration, allies have to coordinate multiple people to put out a far-reaching tank offensive while trying to deal with both the jt/ele and supporting troops, but also having to go at maximum speed or else just lose tanks one by one to the heavy TDs, whereas the commander of the Axis TD literally just has to back up, and maybe faust the diving tanks, or even just do nothing as the jt/ele and whatever supporting armor/at units they and/or any of their teammates in the area just goes to town on the diving allied tanks, all on maps that don't facilitate flanking at all. |
No, it affects all squads around the officer and the officer himself.
As for what jae said, it's true. They absolutely wreck in 1v1 as a capping squad if you're not trying some big push since they can just pop the ability and insta-win against lone capping squads. |
Commandos are actually really amazing but you have to use them with some sort of advantage. Whether it's camo + ambush (which is very easy to pull off if you're paying attention) or a gammon bomb or even vickers support or all 3 at once, they can take on much larger forces without many casualties as long as you use them really smart, even in teamgames. They also have demos.
In addition to commander abilities, you get a lot of really good unit abilities too, like white phosphorus comet rounds (much more effective against inf than the normal main gun), FF tulips, Brit sniper critical shot, coordinated fire (only good cuz its cheap and gets airburst rounds with anvil), aec treadshot (not very viable in teamgames, but still). Use em.
Combined arms is your best friend as brits. Having a varied army with brits more so than a lot of other factions really pays off IMO. And ofc, you need to use it lategame in teamgames anyway because they'll have panthers and kts and blobs and shit. |
What would be an ideal situation to use the LT's new veteran ability?
And is the impact of the LT's BAR significant enough that it now has to be purchased?
That aside, Stuart deploying at the same time as M2HB means I can punish those pesky scout cars AND suppress the Volks hordes. It's a dream come true!
I use it on Thompson paras XD
That's why I always loved airborne. I could go captain without getting my ass handed to me by mindless blobs. |
What makes Ele and Jagd so strong its ONLY FRP of OKW and Shwere Thats it.
I actually think this has some merit, as it gives okw players a way easier time holding on while waiting for their JT. So unless you completely whup their armored forces AND amass a critical mass of rocket arty or just completely dominate them before the jt comes despite the advantages that the schwerer and frp give to a defending army the jt is coming if they went breakthrough (which is very very common in teamgames).
Also the fact that it two hits mediums is kind of dumb, especially since shermans can't even fight panthers in teamgames, so usually td spam is the way to go, then jt shows up and invalidates them completely. |
Abilities. That's about it. Double Bren 5 man tommies are pretty good too. Fireflies are pretty good at attacking actually, but not diving ofc. As long as you keep them behind your main force they'll do some good work in relative safety. Comet is ok against giant blobs but I wouldn't bet on it hitting anything smaller now without using white phosphorus. Cromwell isn't squishier but the main gun had some scatter and moving acc nerfs. |
It's just bad. Don't bother using it. |
Hold fire is the only solution, other could be to keep your sniper away from enemy tanks - which you want to do anyway most of the time.
Hector back! Was wondering where you went.
I find that keeping snipers on hold fire when they're not actively supporting other troops is a smart thing to do, especially if they're off in a bush by themselves spotting or something. |
The Panther will miss whilst standing still next to the Firefly too lol. It has such poor accuracy.
Isn´t the Panther supposed to counter the Firefly?
Every reply you post, you dig your grave of cedibility a little deeper.
You can misconstrue what I say all you want. My point is that a firefly being able to fight a panther isn't a sign of the panther underperforming since the firefly had a large main gun with a long reload time, small AoE, and high damage. In other words, it's supposed to fight tanks.
That's a complete exaggeration. The panther will not miss a firefly at point blank. I've just been using it as ostheer and I tested it just to be sure in cheatmode.
I don't think you realize I'm in your side. Disregarding the fact that there probably won't be any more patches for a while, I think that the ost panther could use some love. The okw one is fine imo because it has much better moving acc and 5 levels of vet at a more attainable tier.
I think that the main problem is that it has really low dps, and I think it could maybe use a slight base accuracy buff too. The thing about bitching about moving accuracy is that if you put it up higher, that leaves usf tanks and most other mediums/advanced mediums in a bit of a hole, as they have mostly inferior stats compared to the panther and not much recourse for fighting one. |
I think the vet 3 smoke nade drop simply helps Cdos do things that otherwise most unit cannot even dream of trying.
Yeah but I made the thread because I wasn't entirely sure if it worked or not, since enemies still seem to shoot through the smoke sometimes. |