Here is another problem with emplacements in general, they can be build out of supply. One game I though, oh he is going to build here so I attacked the cut off. Nope did not work...
Last I checked, you can't start construction out of supply but you can finish it. |
MG´s can be forced to retreat, Flak HT can be forced to pull back and agressively placed FlakHQ can be destroyed by indirect fire/AT gun.
There are many OKW related problems but I´m 100% sure hmg34 or agressive flakHQ is not one of them
I think the flakhq is stupid though. 0 pop, free with teching bofors that gets repaired by sturmpios (which run circles around everyone else) and has a pretty good range and the ability to penetrate allied mediums. You don't have to put it front and center, you can just cover isgs with it and they're basically invincible if you go t1. That's what I do when I play okw and I don't feel like using pumas (love that unit). |
Erm, yes? Lol. OP units are fine in doctrines as long as their are counterbalanced by that doctrines downsides. Like if one goes partisans, they shouldn't also have end game tanks.
Meanwhile landmatress doc gets, flankers on the toughest and cheapest engineer unit in the game, spawn anywhere commandos that have an .8 second satchel charge, and the landmatress itself
Oh and I'm pritty sure that commando nade does more damage, has less woe and has a shorter timer, so the abilities are defiantly notnequal
So that makes calliope ok right? Because 1919s, the quad, and the strafe all suck now. And arty cover in its current state is balanced due to that logic as well.
Commando nade and bundled nades are the same thing I think. Could someone check out the stats on that? I know they have the same fuse. |
One could make Partisan cost more and be a 6 men squad that spawns with only 4 men and has to retreat to reinforce. That would balance the spawn and later use value.
I like that idea since they're really just a cheese unit right now to killl one support team and run away and stop being useful, so removing the cheese factor makes them really bad. |
Grwat idea William Christensen; would love to see this get implemented. |
Thread: Flamers19 Apr 2017, 23:53 PM
DPS is consistant per burst but can hit multiple models since it's an AoE weapon. So if your tightly clumped in cover it'll hit most if not all models and the health damage will be equal accross all models. Same applies for garrisons. Every model is damaged X amount per burst no matter how big or small the garrison. DPS does not change with range and is not affected by RA.
Thanks. Is the flamer an accuracy roll too? Or does it just always hit somebody? |
I just did a "reset" cause it seemed further posting was blocked.
Ontopic: you won't ever seen a commander been removed so forget about that.
Also i think that stand fast is just better. Advance emplacements is heavily mp wise, can be countered through constant pressure or completely ignored if on 3v3+ and map dependant (arty depends heavily on spawn position).
Design wise, it's just cancer design
Like emplacements in general. Dunno why they decided to make them the way they are. Not fun for the users or the opponents. As brits, I barely ever build them at all, most games never, as I prefer a more mobile, effective army rather than an artyspam trigger. |
Thread: Flamers19 Apr 2017, 23:01 PM
I don't use them much, as I don't play as the EFA factions that much, but how do flamer mechanics work in general? Does their dps change at range? Is it affected by RA? Stuff like that. Thanks. |
yes, because Allies have bigger squad sizes and fewer support weapons
(+ Falls are the only good thing in that doctrine)
That's a pretty generalist statement. Look at volks vs. IS. The exact opposite of your statement. And t2 soviets play pretty support weapon heavy, as can the brits if they play defensive. As stated somewhere or other, bundled nades still wipe 6 man team weapons fine. I use both falls and commandos and the results from the bundled nades and gammon bombs feel pretty much the same in terms of combat efficiency. The recon run and falls for muni is pretty nice too. Having 3 usable abilities is already miles better than a ton of the EFA commanders, and even some of the later ones as well (feursturm? Mechanized? Tactical support regiment?) |
It isn't garbage, but I do agree it isn't fitting its tank destroyer roll very well.
The moving accuracy seems to be a common problem for all German tanks but when you combine it with the Panthers slow reload rate it compounds things.
The panther is just under performing a little bit I think. Hopefully with the pending Comet changes it might not feel so bad.
Also it's just hilariously massively overshadowed by the stug. |