How come they're so bad? They cost 390mp and 32 to reinforce but they struggle with vetted assgrens and volks at short range. Not saying they should be ubermenschen or anything, but when they close, wouldn't it make sense for them to at least kill something? Or at least a cost decrease to make them more like soviet troops (and cost eficient)? |
It's more like Tank hunter scavenge. Value of each vehicle wreck is all over the place, but unfortunately is out of scope. It's like someone just randomly assigned values to them.
I THINK THEY FIXED IT, but scavenging an ambulance gave like +200 muni.
Lul.
My thoughts are that you sacrifice so much by picking tactical support (as opposed to vanguard or advanced assault, etc.) just to get arty cover and a strange call-in that gives you equally strange salvage returns, so it's basically fine. |
I still think the aec is too unresponsive to serve as a sort of "flanker" as it's supposed to now that it can't really kill inf at all. Not so much "slow" as in max speed, but "slow" at responding, slow turret rotation, slow vehicle rotation, slow acceleration (exacerbated by bad pathing and -I believe- light crush), which will all probably lead to it getting fucked if it attempts to flank anything with more firepower than a pioneer squad, while not actually killing a target. Just my initial reaction, I haven't played with it much in the wbp. Thoughts on that? |
I think, and this is just my opinion, that the doctrine was solely chosen because of that single ability, and for nothing more, everything else in it is sub par and from MY personal observations is VERY rarely used.
That doesn't mean that nobody can use it or build a good strategy around it, all I'm saying is that it was mostly chosen due to that OP ability before it's nerf and not for any of it's other abilities.
Most Brit players I see either go Mobile Assault, Vanguard or Special Weapons, Support is just the odd duck of the bunch, unlike the American support which at the very least has the Calliope in it which was also nerfed but at least it's still viable.
Most of its abilities are not really that useful in a practical game. I mean, really? Two squads of salvaging REs at 4CP? Airdropped team weapons? Most people would rather use commandos or land mattresses, and it doesn't really fill in for the brits' weaknesses like other docs do. It would be cool if it was usable though. |
Remember that op is extremely axis biased. You should look at his post history. It'll give a good laugh. |
First the guy lost the game and had pretty poor map control. Sure he dragged the game out what did it achieve? Nothing.
Second, if Jove had built a Stuka instead of the KT, emplacements would have been gone long before hand. The key to the emplacement commander is killing the FHQ, since it removes the free repairs. He also could have force braced all emplacements with his off map, then just yolo run in 3 volks and flame nade just before brace runs out. Not much you can do about that, especially with the P4 / at guns assisting.
Third, you say its too strong for the costs. Are you talking about the base cost of the emplacement, or including tech costs, FHQ costs & munition costs for the upgrade?
Forth, since apparently John Smith is a low level player, care to post your own player card or replays of your high level games?
Edit: Also lol at Dane saying the JT needs buffing. Yeh lets buff it for 1v1 and make it batshit OP for 2v2 +
+1 |
It's probably a focus thing. You hear about your squads getting engaged all the time so it frequently becomes white noise if you've got better things to micro. Losing a squad, however, is significant and bad no matter what you're doing so that throws you out of it.
Reminds me reading about a development note for Age of Empires 2, they mentioned playtesters complaining there was no warning noise for their towns being under attack...that warning noise was working just fine, the testers turned out to be just focusing too much on something else.
Yeah I feel like this is probably the case. In extraordinarily messy battles I sometimes even miss when my units get wiped and wonder where they went. |
I believe that the wbp is removing the ability to base-bomb with the stuka now though (thank goodness). |
Even if you pick the right place where the stuka strike is coming down its AOE is unforgiving given pathings tenancy to be so forgiving *cough cough*. To note as well, if its not ridiculous for something with only a loud noise for warning to have a high AOE then the B4 203mm should be rebuffed with a slower shell speed. Then when players hear the B4 boom they can use the mega easy stuka dodge tutorial of "oh its easy I have 10 seconds to guess out of my spread units during this players push which one of mine is the target.
Yeah that too, if stuka strike is fine without a visual indicator, shouldn't B4 be usable again? |
I think only certain weapons/abilities should cause abandons so one knows when they can get the abandon critical to go off and so the opponent can better judge when they should dive in or not.
What if like, throwing a grenade at a vehicle with engine damage and X amount of health (or something like that) would cause the vehicle to be abandoned? Might need some more in-depth thought as most units with snares also have grenades tho, and ost riflenades would be abandoned vehicle heaven. |