How many people still equip the M1919 anyway? All the hearsay I've heard is that it's not worth buying over double BARs, since you can only get one.
Lol no one except 1000+ teamgame noobs. Double bars, hell, 1 bar, is superior to 1919s for a variety of reasons. |
For hunting and destroying tanks, I prefer Firefly rather that Panther. Everyday of the week. Even without blitz, armour buffs, speed, etc.
Oh and absolutely 0 anti infantry performance. Sure, firefly is great at what it does, but it and panther fill different roles and you would get rekt trying to use it in he same way as many people use panthers. It's like saying, "volks should be more like soviet scout snipers". It just doesn't make sense. |
If you are forced to keep your Luchs near your Infantry , you have spent 60 on a unit that is performing below its capabilities.
Plus USF and UKF have as much access to at guns as OKW does at that point in the game, plus they have much better range as well.
#combinedarms. It works a lot better than you'd think, even when opposing light vehicles aren't present. And if you are forced to do so, then he spent at least 60 fuel too.
The claims by kingdun that aec and Stuart aren't at and luchs is are ridiculous btw. Made me laugh a bit. |
I think the putting the wc51 in t0 would end up being too strong. Usf having its mortar removed would hurt badly, but if you play carefully enough in the early game, i imagine a buffed pack howitzer could neutralize the issue. The wc51 and lack of a mortar obviously could have been balanced around if this is how USFs design actually was, but i think a slightly more fundamental issue is that i dont think captain would be teched much since lieutenant would offer two weapon teams and a scout vehicle. Of course, if the teching is linear, then this would solve a lot of issues, but it brings up a lack of indirect fire. Having to wait multiple tech tiers to get an indirect fire weapon would be a little too much, i imagine.
That's what I thought. Scott would also be kinda op in cpt tier because he main downside of the Scott is it comes at the same time real tanks do, but putting it in cpt would remove that major disadvantage and make it really really good. WC would also definitely have to be changed a bit to keep it balanced.
But like op said, it's just a dream... |
Regarding rangers, I notice that they tend to "dance" a whole lot more compared to other infantry. Is upgrading thompsons and forcing them to move constantly (to avoid dancing) the best way to use them? Would it ever make sense to use them without thompsons?
I've picked apart the wiki site a long time ago when I also started learning CoH1. It's an amazing starting point.
However, the wiki site seems to be too verbose verbose for my tastes. Also the descriptions seem to be too vague, I don't think I get a lot of concrete information out of reading it. I don't need so much an intro manual anymore; I need more like a reference manual I can read up on stuff I could use.
For instance, I've never seen CoH1 smoke (sherman smoke shell, mortar, creeping barrage, tetrarch, rifle nade) do anything to protect tanks or the like; though it is useful when advancing vs MGs.
Or, I understand that sherman upgun upgrade will make shermans worse vs infantry and better vs tanks. However, I need something more concrete than "better" to be able to make a decision.
I think that smoke just decreases accuracy significantly on both ends, so if rngesus wills it it might save your sherman. Useful for when your sherman is say distracting a panther while m10s flank or (the mortar kind) for assaulting mgs (I think).
Pretty sure it's better to just stop in good cover and try your best to avoid dancing but that does seem to be a major issue. However, when stopped at close range Thompsons will often drop models with each burst from the individual weapons. They lose a lot of dps with the first two model drops vs. infantry though (as the bazookas will get transferred to the other guys with Thompsons. Sidenote: I'm pretty sure the rangers garands are really awful, not like their carbines in coh2. |
Build Luch, you can get both AT and AI capability as an axis player with the ultimate kiting performance. Build stuart or AEC, the only usage is a waste of MP and fuel and not even a hard counter to something that your opponent may or may not invest into after a several nerf on AI performance. Is it fair? Simply not. I can't count how many times looking at my teammate's AEC still hitting the ground after a luch kill several models and vet up and just leave that same as there isn't an AEC at all. Or try to chase a one hp luch and being killed by a luch ironically, since luch can reliably penetrate AEC at all distance without missing a shot. But, we all know that investing a single AEC is more expensive , right?
Lol please don't call luchs at. It's true that it has ridiculously low scatter penalties on the move and very consistent dps to begin with, but it's sure as hell not at even if it does reliably pen aec. AEC needs better moving accuracy and acceleration/maneuverability tho but I think this may be the final version of the game so whatever.
It's 300 MP only.By just paying only 20 MP more, you don't have to fight as close as an assault engineer while enjoy better vet, better combat scale and flexibility and super repair speed that don't affect combat performance actually. In fact, in a fair 1v1 situation, a single rifleman will get torn into pieces if it get rushed by a strum.
Don't forget that assault engis are actually more to reinforce for some dumb reason. |
Panther should be a copy-paste of the Firefly, with more frontal armour and more FU cost. Period!!!
Lol ok. That also means making it slow as fuck and no blitz and no armor vet buffs and way less health. I wouldn't use that instead of live panther but hey. |
Oh lord this thread.....
+1
Not one of these are valid i'm afraid and are certainly light years from being cheese and game breaking.
Strums- They cost 320 manpower very expensive for a early game unit and have to close distance to be effective otherwise they are useless (which is why you very rarely see them spammed). They will get torn to pieces if they try to rush rifleman.
-Kubel Again is not a game breaking unit. The british have the far better bren carrier which is superior in every single way and the same goes for the soviet and american trucks. The kubel will lose 100% of the time to these comparable units. Are you saying that the bren and clown car are game breaking as well?
-Volks Again allied infantry are superior especially the Americans so your point holds no weight.
-Luch, Allies can bring out even faster light vehicles that can counter this.
-Flame HT, The bren flame can be upgraded before the flame ht even arrives so again I don't see your point and the soviets can create flame trucks with engineers about 5 mins before the flame ht even arrives.
I really do not see the point in going through every single one of these as they are just not game breaking or cheese in the slightest.
Okw has rak so you can't make more than one UC or clown car. Not so with the kubel. I make 2 every game as okw cuz it's dumb not to.
The stuka strike dive bomb does need a cost increase to 200 muntions. It is slow to hit however and there are audio warnings given the opponent ample opportunity to retreat. Thus it can not be cheese as the player has options and will be out of scope of this cheese patch.
I don't see why it can't just have some GD smoke. Literally every other targeted offmap has smoke and this one's a hell of a lot better than most at wiping.
With nearly 3000 hours playing this game I would say I am very experienced in what is wrong and right with this game.
If you have any suggestions on what axis units or abilities are total cheese then let me know so I can add them in (aside from stuka dive bomb) there have been no serious suggestions on axis cheese.
Double kubel to pfusies spam and fast luchs is pretty cancer. Then you have the JT for lategame teamgames too with the same strat.
Donniechan? Is that you?
Lol. He has no right to be mad simply on the virtue of that was a pretty funny statement. |
Funny how everyone bitches about the mystical sim city but okw blobs are totally and 100% fine. |
Yeah so whats the problem with adding few buttons for the rest of usf infantry so you could upgrade on field? How is that unfair compared to other factions or too much work?
Again, it's because any usf inf unit can pick up a bar or zook (or 1919 with doctrine) as opposed to grens and pgrens being restricted to their specific upgrades. There's much better things to bitch about in regards to usf than this anyway. |