if kubel was a problem for USF, what does that make the clown car for OKW lol
Not as much a problem since it costs fuel (so you shouldn't build more than one) and okw has both a t0 cloakable at gun nad a squad with automatic weapons. The latter of which is actually almost more useful than the former IMO since you already start with sturms (so having it doesn't delay a volks squad) and they really just shred clown cars if you can catch it out of position. Not so with anything usf has access to at the beginning of the game. Also, volks are cheaper than rifles so you don't bleed as hard and you don't have to establish a killer map advantage at the beginning of the game like usf does in order to survive for the rest of the game.
I did not hear you mention nerfing the uc carrier.
I don't like the easy way either. That is why I refuse to use emplacements as ukf. There is no micro involved with emplacement or mortars.
I used the current kubel to fight mgs that are out of cover. I think Okw, in FBP, has a weakness to mgs at the start of the game. However, you guys did give okw smoke barrage on leigs. But, I think if someone is going to use spamming tactics, and you know your opponent is going to do this against you, you should have an answer to their strategy. You can be two steps ahead of your opponent and still get wrecked, because you don't have the tools to deal with his strategy. People like to call these checkmate strategies.
IMO UC is not comparable to kubel because raks exist, so you can't spam them (if they get 2 UCs, a rak is totally worth it) and ostheer has fausts and vet1 mg42 ap rounds that just absolutely shred UCs in literally like 2 seconds.
Exactly, it just sucks.
I honestly think that all indirect fire (not counting artillery, with no autofire) should be toned down to soviet mortar levels, since they take practically no micro and can decide engagements time and time again, while also performing their intended role (countering static play) very well. IMO you shouldn't be able to nail 3 models of a rifle or tommy squad in one hit just by having an ost mortar or isg, and you shouldn't be able to roflstomp grens and volks without even paying attention to your mortar pit. That being said, soviet mortar sucks. |
I agree they are expensive hence even more the reason not to commit them fully to an attack. No good Axis player will let their tanks go unsupported with shrecks and AT. I was thinking about this and I guess (which most people know, but don't really do I think) is to take out the PAK and inf first then move in your tank at an angle.
Agreed and definitely new insight having Jacksons shoot then scoot back. Which is exactly what Shermans did in the war since they were the only tanks to have stabalizers I think.
I say this cause I always see USF players deciding to run their Jacksons into the enemies line and trying to kite a unit they think is alone. I don't think anyone is denying that the Jackson is a great tank, but I wanted to see what other people thought if they would rather have a tank with a tank with stronger armor or an upgradable option for a better gun for the Sherman.
I think everyone makes the mistake of doing this, it's just a bit more punishing for the jackson since it doesn't have very much health and is meant to be supported by spotting/screening infantry. In 1v1s, I usually just spam jacksons unless I'm really ahead and feel like a sherman (or shermans) will end the game. My reasoning is that seeing as I mostly go lieutenant tier and get a M15 and .50 cal and have 3-4 squads of bar riflemen (counting an officer squad), I usually have enough anti-infantry firepower that I don't need the HE capabilities of the sherman or scott, but I am very vulnerable to enemy armor. I'll just stick the jackson like 30 meters behind my other forces wherever I'm expecting armor and whatever is in front (usually rifles of course) will spot for the jackson and protect it from at infantry and tank dives. And then of course the jackson will be able to take another hit from all tank/at guns with the FBP. I didn't know they were making the M10 450mp though. That's a bit insane, considering a comet is 500, but that's offtopic anyway.
I checked out the Fall Patch Preview. I haven't played it, but I did read through the notes.
I really don't know how I feel about this change. Correct if I'm wrong they're essentially also making the Jackson be able to be a dive in unit. They've given it buffs and the only "debuff" they've given it is being more expensive?
Also, I don't like the M10 change. Doesn't seem very necessary. The price jack to 450MP???? That's crazy! That's 900MP if I want 2! Hell might as well just get a Jackson. The Sherman Dozer change is great! Finally, something to be somewhat like the Brummbar. Don't get me wrong the mortars and howy are great, (the mortar carriage is something I don't find very impressive) but I think this was much needed.
For the most part these changes seem fine to me when it comes to the USF, but we'll have to see.
Double scotts are actually a bit insane, especially against four man squads, as they have very fast projectile speed and won't get stuka/pwerfer'd like pack howies and are pretty mobile. They can also take 3 hits from pretty much all hard at sources (tanks, at guns). The only problem is taht getting a scott means you're 75 fuel farther from getting a normal tank. I only make mortars when I'm really really desperate for some indirect. |
I never seem to have any problems with going schwerer, even if the enemy is ahead. Usually they will only have like one tank, and that can be pretty easily held off by a couple raks (or even just one) and the threat of fausts if they try to flank. If they have more than like 2 tanks before you get one, then that's probably a separate issue. |
Just wanted to say, I was really presently surprised by the level and quantity of civilized posts for the most part (until you hit the middle of page 2).
Oh, I also forgot the following very simple yet effective solution to a Jagdtiger or Elefant problem:
Stop making tanks and get a lot of artillery and infantry. The Jagdtiger and Elefant are huge resource and population cap sinks. This means there is a lot less room and resources left for infantry and support units. If the Jagtiger and Elefant have nothing to shoot at, they are useless and can't help the Axis teams.
That's the thing though, not making tanks really really sucks, as it presents a couple big problems. For one thing, you're going to be bleeding manpower like no tomorrow in the lategame even if you win every engagement, and whatever armor they have will have a major advantage since they're way more mobile than at guns. Then there's the problem of enemy artillery wiping out your at guns and other team weapons, leaving your infantry basically all by themselves sometimes, and if you're brits or usf, chances are you don't even have access to artillery anyway. I'm not saying it's not doable, and it may honestly be the best solution, but I also just wanted to put that out there.
Actually his point is quite valid, at least from my experience. I've had quite many games where I managed to wipe several enemy squads with Katyushas and then have double ZiS and Guards to fend off whatever vehicles they had.
RIP usf ( if you didn't go calliopes, even then their at gun sucks) and brits. |
To bring something constructive to the thread:
CoH1 gave you increased manpower income with every "minor" cap point.
I preferred that since this meant that you would also win the manpower income when holding the map.
Me too. Especially in teamgames, sometimes one side will be really aggressive and establish a ton of map control but the other side will just sit on their ass and spam caches and stuff because they aren't really fighting much. |
I think south has a much better position because of the house ruin, the abundance of green cover on their fuel area (makes being aggressive over there a lot easier than the southeast corner) and the fact that north's only garrison collapses from a sneeze.
Even with those faults, it's probably still one of the maps I think is really balanced. |
To the last man would probably be really fun on conscripts (-the extra durability) although if we remove flare mines that only leaves mortars, elite infantry, engineers and infiltration units with flares and im just not sure thats enough flares for 1 faction
Nuu not muh flare mines!
They're so useless lol. |
Yeah it's more of a punish for lack of micro/attention when lobbed at normal squads. Great for wiping an MG teams outside garrisons though.
Don't forget that you need to throw where the models are facing out of when using a nade to maximize your chance to kill models and clear a garrison.
However don't bother using nades on non-MG garrisoned squads, a decent player will just hop out their squad right before the nade goes off and then hop right back in before you can even try to steal the garrison, so you just wasted muni for nothing.
Throwing them at doors when normal infantry are garrisoned will sometimes lead to some epic wipes though, and they'll still do a little damage to the inf inside if they don't hop out.
PGs and Obers use the Bundle nade which has much better aoe.
And straight up more damage. They have a much wider kill radius even not taking into account their wider general AoE. Pineapples will often leave models with like a smidge of health left if they move even just a little.
They definitely can't be as good as bundle grenades; however, the anti-garrison capabilities and price to unlock and use is what bothers me. Going for early grenade unlock is not advised. Investing 25 fuel into grenades and ambo will delay your at and weapon upgrades. It would be neat if changes were made to make opening with grenades more viable.
Sadly, I don't think that'll ever happen. There'd be a lot of rage from axis players if nades were free with first officer or something, and even then, you'd get slaughtered by dirt-cheap stg volks in the midgame without getting bars on your riflemen, and/or by luchs/222 if you don't get zooks too. That's a lot of fkin muni even if you don't throw a single nade till after all those weapons (which is what I do in 99.9% of games).
They still wipe if one is not quick to move (even behind green cover sometimes) and for the fuel cost you get the smoke grenade too which you know can win tournament by itself (they both work well for late game too ) if you want bad grenade ask the Brits and the mills bomb
They shouldn't ever wipe full health squads behind green cover unless the riflemen throwing the nade are behind their cover or the enemy tries to move them at the very very last second and the models all get out of green cover (happens with all factions sometimes lol) since they only do half damage to squads that are in green cover and facing the right way. I thought mills bombs were basically pineapple grenades. Even if they are, they still suck because they're on tommies and don't come with smoke nades. |
They just aren't meant for garrisons really. Try using rifle or armor company for flamers if you're having trouble with them. I don't end up throwing a lot of nades except at non-garrisoned mgs or blobs or squads I think I can wipe/my opponent isn't paying attention to. |
In my experience (both using them and playing against them) well micro'd ostheer snipers are really good against usf since they often harass the usf player into overextending whether with rifles or an M20/stuart (stuart sucks against snipers now though) and will bled the enemy like hell in the process. Snipers aren't as good as mortars for teamgames though. |