Thread: AEC26 Apr 2017, 02:22 AM
First off, I do love this thing, and I build it almost every game. What with the nerfs to the AI performance (which were definitely warranted for a light vehicle with such high AT penetration and damage), the AEC is now supposed to be a "British Puma". However, it doesn't have the range of the puma, misses a good 50% of its shots on the move (more when there is an object, such as a tree stump or dust mite, in the way) and it has awful acceleration. Since it's now supposed to flank tanks to take them down, shouldn't at least one or both of these issues be fixed so it can perform in its intended role? I love both the AEC and the Puma, and they are supposed to do the same job different ways, but the Puma is just better at its job since it has no problems like this, and is way cheaper, even if it is a little less accessible to a degree (can we agree to just count the sidetech cost for the AEC? It adds a ton of build time and effectively makes the unit 380/75, as you won't be spamming them at all). Thoughts on this? |
Kubel defeats even rifles at long range, providing rifles don´t have cover, same apply to echelons.
Volks beat rifles early game at long range, also stg is aptoinable than bars early one,
Jaegers are snipers, you have to put them behind main line infantry - volks and they will snipe models like mad,
3 volks and sturmpios will defeat 3 rifles and echelon in open fight if you cleverly use cover and range
Obersoldatens suck if you build them lategame but if you rush flakHQ and get 2 obersoldats and vet them, they will be crazy.
OKW isn´t played because how hard they get beated by current soviets and UKF lategame, these both factions are most played because they are strongest, USA is currently weakest amond all allied factions (oh the irony)
Volks in garrisons also destroy rifles until the smoke spam starts coming. Kubels bleed the shit out of infantry for 0 bleed of their own. |
There are 3 main posibilities:
1. Light vehicles - every faction has at least one that can easily detect snipers and often kill on retreat. Even if it doesn't kill the sniper, it still reduces your bleed becouse opponent can't go too far with it. Especially effective against brit sniper becouse of lack of snare, even though kubel my not sound like a dream vehicle for the job. M20 is also really good at it, just becouse of its mobility. It can also dive osheer base and come back alive if you can avoid eating a faust, which is a great advantage.
2. Light artillery - mortars and ISGs are very effective tools against snipers. The cool part is that they shoot automatically when the sniper reveals itself. Especially good against soviet sniper, becouse it has only 64 HP per model and so, can be wiped with one shot. And the shot doesn't even have to land dead on like in case of infantry.
3. Infantry flank - the most versatile one but you need most work to pull it off. Still, it is often the way a sniper dies. Especially good if it is a wide flank so your opponent doesn't know what exactly you are going after.
Bonus points if you can bait a sniper over mine - it happens from time to time.
Of course, later in the game everything can counter snipers, blobs, long range infantry, tanks. But the damage is already done so ideally you should be able to do it earlier.
Lol brit sniper can snare light vehicles (with the vet1 ability) as long as it doesn't get obliterated while trying to do so. It still gets absolutely destroyed by kubels though. |
You got me wrong there, I was talking about Stormtroopers.
Oh yeah. They're basically more expensive pgrens that also cost 100 muni and get camo in cover (not to be underestimated). Too much overlap with pgrens and not enough advantages to be a unit worth building IMO. |
just to add i still find the commandoes in general are working as intended. i just find that they have an ability that as it stands i will never use =(
Yeah but I think that all abilities should have some sort of usefulness, as most of them already do, especially if they're taking up a veterancy bonus (as opposed to, say RA or acc buffs that a lot of wfa units get with vet1). Hopefully there's some community patch where the modders get to crusade against all the useless abilities in the game |
My go-to strategy is actually used with airborne. I start with 3 rifles, ambulance, then tech to captain and call in paths (in whatever order I feel neccessary), then call in hmg and crew with paths (for the increased sight) and get a stu and sidetechs (in whatever order) and from there I go major and spam jacksons. I usually end up getting a squad of airborne in there somewhere as well, especialy if I lose a squad. Its super manpower heavy, but in 1v1s you'll have so much infantry that the enemy wil feel smothered all over the map, and in team games you'll be able to outfight the enemy pretty much every engagement as long as you don't blob. If you aren't careful though, you'll bleed like hell and sometimes I get a pack howie or something instead of one squad or another. |
I think the same.I have seen how volks perform vs penals and trust me,vet 3 penals takes some time to kill with volks
Lol vet5 volks run over the new penals at any range. |
I would say it´s balanced as it is. It is perfect for lockign down VPs. No infantry squad is going to be able to cap versus its AI power. The downside is that it arrives at a point where your major concern usually is Cromwells, Comets, Lend lease Shermans etc. Thus it requires a Pak wall and/or tank support to be really viable. And if you are getting to the point that you can invest 150 fuel into a pure AI vehicle - without lacking in the AT department - usually means you have outplayed the opponent anyway.
Lol this was never even a balance thread voltardark just brought it up out of nowhere. |
Is the higher win rate because of Ost though? Lately, when I play allies, I only play against double-OKW. Like 7 out of 10 games I had double OKW, twice OKW-Ost and once Ost-Ost combo.
That's what I was thinking. There have always been way more okw players than ost though. |
Price for Infiltration units
Partisans SMG 210
Partisan AT 270
Stormtroopers 340
Jaegers 320
Falls 440
Infiltration Commandos 440
*to call in infiltration units. Apparently their actual cost is less, but they are bumped up because they spawn out of buildings. The 4-man infiltration commandos are 440, but a normal 5-man commando squad is actually valued at 350 manpower (as seen through the vanguard ops regiment's glider). So the prices are jacked up to "compensate" for them spawning out of buildings. |