What about cloaked cheap AT gun in T0?
Wait yeah. If they get two m3s, then isn't it definitely worth getting a rak? Because they won't know until it blows one of them up as long as they hit the m3 with a bit of rifle fire first.
Yeah feel forced to play allies myself due to queue times lol
Well I wonder why.
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I'm not the best player out there but I can give a couple tips.
Well the part that caught my attention most was where you said you don't like to lose tanks so you keep them away from the lines. Does that mean that you aren't using them at all or just playing conservatively? Because you should always be using them and pressuring with them, with the pak in support, instead of waiting for a critical mass of tanks if that's what you are doing.
Another thing: I've recently fallen in love with stg44 stormtroopers, and what I'll do with them is hold the close by the enemy lines in camouflage on hold fire, and then start an attack with whatever I have. When the main force starts fighting, I rush in with the stormtroopers from behind and start murdering team weapons and infantry with the stgs and grenades. The ability they get is great for wiping retreating units too, but only use it when the stormtroopers aren't getting shot at, as they take more damage and move and retreat slower(!) as well. |
Thread: Maxim.5 Jun 2017, 21:45 PM
I wouldn't mind it getting supp buff if MG34 gets one too. + blob suppression. Also can't suppress for sh1t.
Correct me if I'm wrong but mg34 seems to suppress faster than the maxim (which isn't saying much). Apparently the maxim has a random aim time which doesn't help either. |
Special Weapons Regiment is by far the best commander for breaking up OKW Sim Cities IMO - the Concentrated Artillery off-map can comes close to taking off 80% of Flak HQ HP with favorable RNG and after that its just a simple matter of following up with an AT Gun or Tank. Best part is that Croc follow-up means you can hard counter Rakens while OKW is unable to build armor.
One thing to keep in mind is that most maps have a typical truck placement location - if you're proactive about poking that area periodically you can preemptively disrupt Sim City creation in the first place.
Just make sure he doesn't have command panther if you try this.
Usually you can tell where he's gonna put his schwerer if he goes isgs, because it most likely will placed to cover the isgs. |
Anything that narrows the window of FRPs will still promote the idea of human-wave attacks. Because, let's face it; if people blob, they're going to hit that mass retreat anyway.
It's better to just get rid of that mechanic altogether, see how the factions perform without it, and compensate with something else if needed (e.g., ambulance speed, IRHT/Stuka forward reinforcement, medics for Brits, etc).
Yeah that's what I was thinking. All a blobber would have to do is hit one extra button before they retreat, and it would actually hurt players who don't blob and mass retreat, since they couldn't retreat squads one by one very well under a mechanic like this. |
This is why I'm, not talking about UKF. Mobile reinforcement truck is a solution yes but you need to implement 2 new stock units, one for the USF and one for the OKW.
Just give usf an m3/m5 and give okw a 250 or 251 and call it a day. |
Of course, my little example counted on them all getting suppressed at the same time which mostly doesn´t happen. The blob usually murders the MGs with sheer firepower before it can lock on a target, because they keep killing the gunner.
Nerfing RA would make sticking to cover an actual tactic in the late game, as opposed to simply running units around on A-move, or even without it(especially Riflemen are guilty of this). People would have to be a lot more careful with their vetted infantry, which is a good thing IMO. Laying traps and ambushes would become a lot more effective, which again, is good.
As for emplacements, I have said what I wanted. If a top 10 player(HelpingHans) says it is VERY difficult to take out once established, and you say it is easy, there is nothing more I can say. We both have used our arguments, we will simply not agree. There will be no more talk about emplacements from me, not in this thread.
I thought the same thing for a long time, but then someone pointed out that even if it is cheesy, it makes sense for a blob to take out a single unsupported mg. Think about it: 4+ squads (so over 1000 manpower) probably with at least 60 muni worth of upgrades on each, vs. one 260-280 manpower mg on its own. It just doesn't make sense. It's like saying "7 a-moving su85s can kill one elefant this is a problem because elefant is supposed to counter su85, elefant UP" BTW, when squads don't all get suppressed at the same time hey usually bunch up really hard once they do, so grenades and barrages totally wreck them if they don't retreat immediately (said hitch they usually do).
I still think that nerfing RA will not fix anything for anyone, but just make tanks in lategame super op and make random infantry wipes as normal as model drops. There are other ways to stress cover in the lategame (like some of my proposals in the post you quoted).
Yeah let's just stop talking about emplacements on this thread, no reason for it. |
Emplacements can be very strong for a good player. It is just that most players who make them are bad, so they lose just by the sheer skill differential. If you can micro the rest of your army however(which large portion of these cancer abusers are unable to do, thank God), you can just lock down a VP and fight over the others, repair your team mates tanks and so on. I would by no means call the counter for them "easy". If the offender knows what he is doing, you have to be very careful, so your counter just doesn´t blow up mysteriously.
Like I said, either give it to everyone, or give everyone a HT and be done with it. Maybe not exactly buff the MGs, but buff the suppression itself, so the suppressed squads do less damage than now. I believe that now, it lowers your DPS to 25%. That means that if you meet a 4-squad blob, which you often do, you have one full squad firing at you, regardless of suppression. But then again, the RA nerfs will help with that, too. Having more received accuracy means that you take more bullets from the MG, so more suppression, therefore you get pinned quicker.
Just NERF RECEIVED ACCURACY ACROSS THE BOARD. That is the cure to most infantry-based problems in this game for me.
25% is pretty huge. I get what you are saying but even if you only have 1 squad, they can effectively fight all those troops as long as it is backed by an mg. Still a huge force multiplier. Don't forget that the squad spends a lot more time aimlessly crawling around too. Nerfing RA would make the game realllllllly frustrating for everyone though, as infantry would get randomly killed really fast in the late game and unit preservation would go out the window, and you would still have blobs, they would just kill and die a lot faster. I think that if cover improved with vet or something it'd be a better solution.
About emplacements, you are jsut simply wrong. If you attack once with your whole army, you can take them out, especially if he's off capping somewhere else, and the brit has basically lost. Or you can just whittle down the pit with indirect. Remember that if he goes emplacements, his army's going to be that much smaller than yours as well. |
I agree, i dont want to have too much boring economic or building micro but i also dont want them to simplify combat micro.
+1
The only thing I liked about Starcraft multiplayer was raiding the enemy workers though. That was fun.
Combat micro is great though. |
When I rarely play team games as Axis against USF, they usually make a blob, and then straight away follow it with a mortar/double mortar to clear MGs(they never use smoke of course, why would they?). They can pretty much just follow the blob, because the mortars pack up almost instantly. In 1v1s, FRP are mostly pointless, because the maps are small and having a FRP somewhere makes it vulnerable. Also, it is kinda curious that I made the same point about emplacements(that they encourage dumb behavior), and you reacted by an almanach of hypothetical counters to them, and now you berate me for it.
And like someone said here earlier. If they were removed, people would just booby-trap the map with 5 MGs and constantly force retreats. It would be even bigger cancer than it is now, especially on maps like Steppes and General Mud, which take several minutes for infantry to cross. Either give everyone a halftrack, or give everyone a FRP. Otherwise, people will keep on haggling. Team games are a blobberino-artyspam-simcity clusterfuck, and in this game, they will probably stay that way forever. If you don´t like it, go play 1v1.
I personally think that buffing MGs and nerfing received accuracy(like removing Riflemen "yellow cover in the open" bonus, but also just increasing the damage that ALL units take in the open) across the board would encourage players to stick to cover and not blob all the time.
I have never seen a half competent usf player make more than one mortar. I usually don't even make one. The difference between frps and the emplacement issue (which, don't get me wrong, is still a total shitshow) is that emplacements are a joke if you know what you are doing. Frps are not. They actually work and can also give a little too much easy power to even the competent players (the kind that don't just blob everything up and throw it around). Emplacements, on the other hand, are very easily countered and making a simcity is basically shooting yourself in the foot even if they are mindless and cheesy. When I see a player on my team making emplacements, I always groan and wish they hadn't. It's like watching a teammates' army get flanked and wiped. What I never do is see a player setting up their battlegroup hq or major+ambulance and go "oh you fucking idiot why are you using frps?" (unless they put it literally right on the front lines, like in-range-of-mgs on the front lines). One works and one doesn't.
Edit: I do mostly agree with your last point though. I don't think mgs need that much buffing, and it's not just riflemen who get really great RA bonuses (they are the prime offender though), but cover really should be worth more. It feels like cover is pretty much inconsequential after the first like 15-20 minutes of a game, and flanking cover doesn't really matter. It really should change engagements more than it does now. |