Using this replay as an example for a balance argument is pretty bad. You played absolutely horribly. There was no effort flank the MG. Just run straight into their cone and expect to win. Why couldn't you make 2 kubels and use them to to attack outside the cone? You can even see him before he sees you. You got pushed off the map, not because of machine guns, but because your opponent outplayed you. He predicted all your movements and set up in the right place at the right time. Relic can't give you a unit that would save you playing like this. You actually have to try and make some creative maneuvers. How would you deal with this with other factions? Anyone can get locked in to their base for playing badly. Accept responsibility and stop trying to blame balance, this isn't a good example of bad balance.
Lol. |
Mirror Ost Panther to OKW model (moving accuracy, etc.) get rid of the the final battle phase. T3 and T4 unlock at the same time, making T4 accessible without turning it into a team-game murdering uber tier. Its light and cheap versus a tier of better armored and more expensive specialist vehicles.
This. But IMO you should still have to build t3 before t4. |
I don't get how people don't see how utterly illusionary DPS calculations are for this game.
They at least provide a reference point though. |
Not saying they are balanced though, just to be clear. Just that they might need some buffs with whatever nerfs come. |
^
See, the thing about brits is that they have some stupidly cheesy and easy to use units but also lack a lot (especially if you don't play sim city). The way I play brits is really skill based, but kinda crutches off of some of their main advantages that sort of fill gaps in their lineup. For example, gammon bombs out of camo are really cheesy, but I don't build pits, so I need them for mg's and pak walls, and since brits don't have snares, I use the sniper as much as possible so I don't get slaughtered by double 222 or a fast luchs before my aec hits the field (usually only comes about a min later but that time is really valuable). They're just kind of a weird faction. I feel like infantry sections are kind of a microchosm of the whole faction: they have some things you could consider "OP" (five man upgrade, double brens) but also have so serious stumbling blocks like being shitty at anything other than long range and an out-of-cover debuff and a really hard time assualthing things (especially mg's). |
Shocs have no reason to move closer then 10 since their DPS does not improve closer to that range so they should not facehug anything.
Ok at range 10 then. Still doesn't make the rest of the post a moot point. |
Penals can be your 2nd/3rd unit. That's not the case for Shocks. That means you either have to get cons or maxims. If you go cons, you will cry on the late game. If you go maxims + shocks, you will cry against light vehicles.
A more manageable light v. + sniper situation, there might be more space for Shocks on the meta.
In my limited experience with them, I usually use cons and shocks and that works fairly well for me, since cons reduce the bleed and double shocks do the main damage with maybe one maxim thrown in for blobs and the like. That usually leaves me lacking in support teams and still bleeding hard though. I think one of the biggest problems with shocks is that they sort of have a disadvantage against mainline inf of both ost and okw as grens have lmgs that pretty much negate shocks' armor (in theory I guess) and volks having stgs and rifles that do decent damage at all ranges to shocks, even facehugging distance, especially when there is more than one squad. Shocks are also way more expensive than volks and slightly more expensive than grens, and die more often in combat (as a six man assault squad). Also, they are 100% helpless against anything that has wheels or tracks.
Edit: spelling |
The ability also seems to be touchy when issued while moving. I have lost comets countless times to 1 raketen because the rak gets that extra 2-3 hits while I try to pop off a WP shell. Also worth stating that were the ability to work properly it would probably need a range reduction to maybe at least a little less than at gun range. |
USF won't get bars if you keep the muni
Using a luchs might let you snowball allies-style and really press your advantage, especially if a soviet or usf player went penals or lt respectively (no at guns). I've found that there's a lot of synergy in like the very first engagements with a volks squad, a kkubel, and a sturmpio squad as well. That'll make it easier to keep the muni. |
I mean, they aren't terrible (I made the thread after 2 solid wins with them), but it seems like other close-quarters infantry is way more cost-efficient, such as rangers or even thompson paras, and it just feels like their damage is kinda meh against infantry squads (many of whom had automatic weapons though). They are pretty useful against team weapons, especially since they have a smoke grenade, but again, it still feels like they get beat out by other close-quarters units. |