Yeah man, it can work! I still this it need refinement tho. I dont know if i could work a few team weapons in... Thing is the maxim is crap and going for it would delay the T-70. Maybe it would be worth for the AT gun and then going for a ISU, but that would mean really static play.
Going for all the tech could work as you would get a really versatile force, sniper, guards, mortar, maxim AT gun, T-70 then ISU. Problem is it would be SUPER manpower heavy...
Yeah and in my experience the maxim isn't even worth building. I was really hurting for suppression in one game though, we got beat by blobs. Is isu worth building? It would fit a guards heavy strategy, since guards are pretty static and long range as well (they get 2 mosins firing on the move lol).
And bring back self-scouting, too. Lord knows Axis gets more free scouting than I can count.
I think they do self scout. Their circle is just so tiny that by the time that enemy tanks are outside your line of sight, they're already outside the ability's zone.
Do you know why people only post straight nerfs to emplacements? Because they don´t want them in the game! They RUIN the game. Period. They have no place or reason to exist. Brits are perfectly capable of holding territory without them. If you just gave them a mortar, they would be fine, but "NOOOO, WE NEED MORE MONEEEEEEEEY! WE NEED TO MAKE THE BRITS NO-BRAINER AND OP, SO THE NOOBS GIVE US THEIR MONEEEEEEEY!" Like seriously, f*ck this game sometimes. It is a great game, but boy does it have some cheesy sh*t!! Just replace the Mortar Pit with a regular Mortar. PROBLEM SOLVED! You will be able to build Bofors and AT guns, but you will still be able to counter-barrage with your own mortar, in case they get attacked. And if you are careless with your mortar positioning, you will get raped, as you should. The mortar pit has no place in the game. Remove it, or nerf to the point of uselessness(and if this results in players ditching emplacements altogether, well, then we´ll all just celebrate and move on), there is nothing more to say about it.
I'd honestly be fine with that. Like I said, I don't ever play simcity and almost never make emplacements at all. However, they're never just gonna remove a unit once it's in the game (except soviet irregulars) and they're definitely not just going to up and remove the mortar pit.
What even is this thing? I've seen it like 3 times ever. Is it some sort of elefant/jt analogue with sherman-esque round switching or what? I'd also be very grateful if someone could post its stats (like reload time, damage, pen, health and armor) alongside jt and ele stats if it is comparable.
i always wonder why usf dont have commnder something like wermaht cas. Okw is
somehow historical with all that AA options but usf ? They dominante air right ? So where is commander with only off maps like CAS or that second one forget his name
Yeah it'd be cool if airborne got a muni drop instead of one of he paradrops, and had both the at gun drop and mg drop consolidated into one cp requirement/ability given to paths, and p47 was made a strafe. That'd be my dream situation, and probably pretty balanced as well.
As for autofire vs barrage usf stock indirect fire options are good example of how it should be done. For example the pack howie has quite a small range, but it gets huge when you use a barrage. Same with usf mortar: it has small range but if you use smoke dropping ability, you get the good range. What if all indirect fire was like that? So that you got full range only in certain abilities.
Thanks i was thinking of trying it myself Someone should made me a strategist Kappa.
Damn fin you've made soviets fun again Tried out this strat and loved it. I've been going 2 engineers, 1 cos squad, 1 sniper, and 2-3 guards with guard motor for the 120mm, into rushed t34/76s and later 85s. It's wayyy more fun than penals/lend lease. I went clown car in one match as well and it worked well until it got raketen'd.
Emplacments should prevent the brits player to get out tanks early.
it mean: they should cost (more) fuel. Compare the bofors with other units which cost 30fuel. What do u get for 30 fuel with other faction. One 222.
not a AA Halftrack aa OKW, or a half luchs.
for its performanche the bofors should cost 70-100 fuel. that would prevents to bring this Op units in under 4min. and controll this area for the next 20min.
i see often brits which build sim city and can now build up tanks and roll over u....to easy.
That's true, the fuel is a bit too little for the bofors in its current state.