Any faction that can lay mines should be considered a muni hungry faction.
So everyone but USF? Because USF totally doesnt need muni kappa. |
Did something change here? Don't all MG switch windows at the same speed?
Yeah that's what I thought. I'm pretty sure the vickers doesn't lag in suppression either, it just suppresses slower. |
Just wow...
Last time i tried to push housed Vickers from 3 different direction with volks it just suppressed them far before they got near enought to nade it... MG42 stops and reloads after the second squad have been suppressed...
Definetently lets nerf it down to MG42 standard...
with Maxim i can somewhat understand your frustration. (haven't tested it much after nerfs) Feels like Mg34 afraid to touch it to make it shoot another unit because gunner usually goes full retard after that either starting to read operation manual on turning the damn thing into the wrong direction (because he didnt read the operation manual?)
Naw vickers suppresses pretty slow. It's fine, but slow. Takes more than one full burst sometimes. Comparing it to an mg42 is pretty cheeky. It makes up for that in damage and ridiculous sniper range in garrisons. |
I think the speed it gets to vet1 is fine, since it gets a very good ability, but it'd be nice if it obtained vet2 and on faster. |
My post seems to have gotten everybody on board with finally nerfing post EFA repair speeds which I would certainly prefer.
I think that is one of the few issues that is pretty much supported everywhere. Ost had no gimmicky unique-ish vehicle repair though, while the other factions all do (soviet cons repair, repair station thing in the industry commander, vehicle self repair toggle, all of which is doctrinal; usf gets vehicle crews as nondoc; brits get smoke and crew repair from two docs, okw gets sturmpios, mechhq, and 1 doctrinal vehicle repair). Just worth noting for the record. |
Kholodny Ferma Summer
- good cutoffs
- good mix of long, medium, and short ranges across the map
- a lot of red cover and good green cover placement to counteract it
- wide enough with enough shotblockers that you can get some great flanks
- awesome hedges you can shoot through
- good vp and resource placement to keep them always contested
- game length isn't the same every time. I've seen just as many shutout 5 minute games as hour long slugfests
So many great matches on this map. Easily my favorite, even if it's not the most balanced. The layout's diverse enough that many different build orders and strategies work well. What other map with lots of red cover and close range engagements are you going to see snipers on?
So many memories of blind-firing through the hedges to get kills
Angoville
-Balanced map. Doesn't offer any no-brainer cutoffs. Makes you work for your cutoff( High-risk high-reward)
-Every detail is exploitable.
-2 Distinctive sides make 2 different approaches.
-Resource placements are all meaningful.
Two great maps, loved angoville from vCoh as well and that adds to the nostalgia. Kholodny is probably the most solid map out there IMO.
The Scheldt.
Oh wait, you said FOND memories.
Then this shit. |
This! With upgradable weapons after major hits the field you won't have any necessity to retreat to the base, unless your major is compromised. This is to much in the game, where everyone should retreat to a static point. So, once again, no problem here, everything works just as it should.
Yeah. Also, axis upgrading weapons on the field I guess balanced out the fact that usf gets to choose what weapons go where and to any squad in any combination (except double 1919s now lul). |
Whats next ? aec and 6 pounder vs kt ?
Well apparently the aec is supposed to be the brits answer to "no infantry snare". Lul. If it had more health that'd be fine but it gets what like 3 hit by average at sources? It's also super slow and clunky.
To the post quoted: the main gun on the croc does whatever the fuck it wants (unless they changed that) and cannot be targeted. It also does half damage and rarely penetrates anything with more armor than the ostheer p4. Also, if they have a croc, the axis should have heavies of their own if okw, possibly an ele ad ost or at least stug spam and both factions have access to rocket arty that can deal with at guns easily (which aren't exactly spammable if you want an army to back that up too). I'm more concerned with the fact that it has, due to a bug, another flamer or something. Can someone vetify that? I don't know how accurate that statement is or how much of an impact it would have if true. |
Like the Vcoh rep bunkers? Those were so good. I think that would be too OP.
They could be very cheesy if spammed, which would be hard, but doable, especially in very long teamgames matches.
@OP This idea sure gets my vote, especially seeing as okw gets it much earlier and much more accessibly, and is able to place it anywhere if they so choose. Either that or nerf all repair speeds to EFA rates, which I'm more inclined to. Bad tank play is not punished very hard as long as you don't lose the tank, unless you're EFA. |
Thread: Tanks18 May 2017, 14:38 PM
That's because every single allied infantry unit in the game with very few exceptions have a snare. All front line infantry have one and even 'secondary' ones have a snare like the Penals.
OKW Panzer 4 needs to get to Vet2 or so before it starts to become an infantry destroying machine. And it also needs vet to not bounce shells off almost any tank. That can be hard when you are getting snared at every turn. But work on your micro and you will get a feel for what the distance should be to avoid snares.
You can also YOLO charge blobs with P4's and Panthers and crush infantry. It's a little harder to do than some allied tanks but it can be done.
Axis too though. And the riflenade snare usf gets also takes an hour, but it is there, nonetheless.
When you go to crush infantry, don't forget to use combat blitz. Apparently it also gives 100% accuracy too lol (effective against tanks, scatter determines precision against infantry IIRC). |