I don't really like the idea to make them non-doctrinal. Given the discrepancies between the usefulness of certain doctrines (and Mech Company is certainly better overall than Overwatch for example), players would more or less be forced into certain unvafourable commanders.
Also, the major for USF comes pretty late compared to a Wehr/Soviet HT or even an Ost bunker, so there could be some disparities here, too.
+1 (I'm assuming you mean doctrinal)
Other than the fact that I'm opposed to FRPs period, this would be a more unbalanced/doctrine choice forcing ability than pretty much any of the current abilities in commanders (in team games anyway), even disregarding discrepancies (speaking of which, I believe there is more than one ost doctrine with artillery officer). |
He's obviously exaggerating. Sturm Pio with Shrek have gawd awful accuracy and a slow arse fire rate with out vet, but it doesn't feel that way with Piat Engies who seem to never miss.
One has to be super careful with light/med vehicles as Germans these days because of sticky nuclear tipped satchel and laser guided Piats.
Oh please. Satchels are easy to dodge with anything faster than a kt and piats are just regular old at weapons, nothing more or less than zooks. Schrecks are slow but in exchange you get to penetrate almost everything almost all the time. Not so with piats or zooks. |
Yes they are. Ever since they made piat a heat seeking missile.
+1
Re: nades, only gammon is OP as fuck.
If 1v1 then yes its GG, if 4v4 then mortar bofors are cancer
Why is the piat OP for being heat seeking? The bazooka and schreck both do it too. Realistic? No. OP? Not really. They also basically changed the piats stats to the bazooka and increased the cost to 50. It's basically a bazooka with a different skin.
Yeah if you're talking about commando (light) gammon bombs those things are OP basically because they're on commandos (who have camo). I don't get why they have a slightly shorter fuse than bundled nades either (something like ~.25 seconds IIRC). Worth noting that stormtroopers also get a nuke grenade that can be used from camo, but with a slightly longer fuse and more restrictive camo.
I find that pits are easier to deal with in larger game modes because counter-artyspam is a lot more feasible and usually pits get hit with more concentrated fire by a team that has any brains at all (ctrl+a and everyone rapes the pit with isgs, GrWs and stukas, most of the time). You can just knock them out one by one. They also cover less of the map. If it's a problem in any one mode, it's probably 2v2. |
I'd be on board. Definitely a good idea concerning implementation. |
Infantry sections are definitely the least versatile baseline infantry lmao. Powerful, yes. Versatile? Hell no. |
The m10 still feels like an easy counter to anything when rushed out at 8 CP, especially without the need to tech, mostly because it can run over most inf units and has AP rounds at vet 1, with incredible speed. While the bulldozer, even though at a good cost, seems too efficient as a unit, accuracy wise. Paks, raketens, and infantry squads get wiped consistently with said unit, even with vet and pre-attempts to retreat. Attack ground is 100% accurate on the bulldozer, I feel this especially needs to be reduced to at least 50%.
Oh right, the crush. I personally don't feel like that's the biggest issue in the world, what with fausts being about as plentiful as bullets, and the ability to just retreat away, and the tank is pretty exposed if it goes to try and crush. Should still be looked at though, since it is supposed to counter tanks, not inf. So the bulldozer gun is pretty much comparable to the brummbar? If so, that's probably an issue. |
People don't forget, they are just focusing on the factions that have it, since that is the subject. As for halftracks, then that's just introducing more balance issues because you are removing a feature in one faction and replacing it.
If there's something that people always forget, it's that FRP isn't the same for all factions.
My point was that on maps like, for example, Lorch Assault as you stated later, ostheer and soviets do have to retreat all the way back to their base just the same as okw, brits, or usf without an frp, so the argument that they are necessary or near necessary doesn't hold as much ground in light of that. I believe that I was addressing that issue with the post you quoted. As for the halftracks, I was kinda just throwing that out as an idea and something that probably should be looked into if FRPs are removed, because it would be the reactionary change to counterbalance removing FRPs. |
^considering they're already more survivable than other faction's crewed weapons, having them straight up beat a flanking squad with bonus firepower is pretty dumb.
Also with for mother russia active they stomp flanking grenadiers and give sturmpios up close a run for their money
Oh I thought you meant conscripts period (like the squad on their own). You could crew an mg42 with grenadiers and it could probably beat flanking rear echelons or even combat engis though, even though it'd be a bit closer. Another thing to consider is that maxim is nowhere near comparable to mg42s.
A review of the bulldozer and m10 is in order, nonetheless, with what else is recommended.
I also feel call-ins in general need teching requirements before actually being called in.
Yeah I kind of don't understand why call-ins (vehicles, at least) don't all just work like the t34/85 and easy 8. Other than them being call-in, what's wrong with the M10 and bulldozer? |
lol. That's so clueless.
Everybody knows that Katy > PWerfer because Katyusha can crush infantry (no joke!) and Panzerwerfer cannot.
Lol can it really though? Crush them falls next time they pop out of a house to kill mah katy. |
I find that the most important thing with countering Emplacement Spam is to realize that no matter what you do you won't ever be able to clear them away easily and they must be tackled in two phases 1) Force the Brace 2) Prepare the follow-up
Many players make the mistake of a one dimensional counter approach (E.g 2 Mortars ) but Brace and Repair almost always outpaces this. For this reason you need to have a follow-up ready (such as any of Josh's suggestions). The key is that you wait until brace wears off and THEN attack with the Follow-up so that the Brit has the least amount of time to force off the second wave. You just have to be patient and persistent with your pressure (Try Shift Queueing Mortar attack ground after barrage).
I love Mechanized for dealing with Sim City (spotting scopes + LeFH helps SO much). Also keep in mind that heavy Bofors and Emplacement Play is very immobile and depending on the map you can sometimes play around it and just harass cut-offs or fuel points to buy yourself enough time to get proper counters out.
+1 |