Doesn't Lieutenant have the .50 cal, m20 and AA HT? You say that both the .50 cal and m20 are good, so what exactly is your confusion?
Apparently hasn't played USF in like a year lmao.
I just watched a replay of VonIvan that included him using a Stuart. He got good use out of it - stopping bleed from the Luchs in mid game and helping against attacks by infantry on his flanks in late game. That was in a 1v1. I think part of my bias against it is that I usually play 2's, 3's or 4's where the concentration of AT is usually higher. I might try it again in 2's. The window when it could be helpful in 4's seems like it would still be too small to be useful.
I agree that the balance team is doing a much better job of nerfs, when needed, in the last couple of patches.
I actually like the stuart a lot. Decent enough against infantry and it's a great light vehicle counter. Not super useful in teamgames just due to limited window of opportunity though, like pretty much any other light. |
Well don't bother building ANY emplacements in that situation for starters.
Yeah nodoby who's any good even bothers with them in the first place. That's not my issue.
I like the 25 pounders in the base. Although I find it pretty lackluster sometimes, especially when I don't have company command (T3) for the 2nd howitzer. I almost always use pyrotechnics just so I can utilize the 25s and sometimes I do all pyros and no medkits cause I just build a medic bunker in base
But yes, multiple indirect pieces vs an army that needs to stand still in cover is annoying...
Yeah I've actually come to appreciate pyrotechnics a lot now. It's pretty cheap to use and at least forces them to screw off for a while, but it's still not like an ideal counter for leigs obviously. |
I’m sorry if the Stuart now is not a better t-70
Better t70? What are you smoking lmao? I mean, I don't have any problems with it, but it is in no way comparable to the t70 (mostly because they kinda fill different roles and t70 is definitely IMO best in class overall for anti-inf, while stuart is more of a generalist, so comparing them doesn't even make that much sense). |
Last time i checked the AT shield does next to nothing and as I said before 5 men decreeing @ 3 is better than 4 men decreeing @ 2, making it not "extremely fragile"
Except for the fact that 3 of them are clustered right around the gun and one direct hit will decrew the pack howie.
I like how you consistently keep ignoring this fact that I've already posted. But yeah atg shield does nothing, if you think it does it's all placebo. |
So are the Thompson paras basically like Rangers?
Yes but tac assault shoots their DPS through the roof, and paras are overall much squishier than rangers, even more so with the serious debuffs they get while tac assault is active. Paradrop reinforcing is great too if you've got paths to set up beacons.
I actually like the recon support zook paras (for the variety more than anything honestly) since they do get camo and can also plant mines. Pretty useful for ambushing tanks, and 4 carbines still has pretty good anti-infantry DPS and they can still throw nades too. Their camo is bugged though, in that when models turn while stationary they lose their camo, which makes their damage and accuracy bonuses out of ambush hard to actually utilize. |
Bit late reply but still relevant...
In the new meta I find myself skipping grenadiers all the times. Now I have only 1-2 pioneers that may heal, but it's not guaranteed that any of them has vet1 when needed.
At least German Infantry's PG support package could include medkits (especially now that combined arms is no more included in the upgrade), maybe even free ones, identical to the grenadier upgrade.
While the upgrade was indeed quite expensive it also had a far better wipe potential when tactical advance ability was activated, thanks to STGs being more effective at longer ranges than MP40s. Maybe return it as an upgrade on top MP40s? You would have to pay the price for better wiping chance.
Medbunkers. Usually much better investments anyway.
MP40s have some serious DPS at close range though, and they're excellent for wiping retreating squads with the better camo they have now, combined with tactical advance. You just can't do it frontally anymore and actually have to ambush them to make it work. |
I'd rather have +30% armor -30% reload then -50% reload alone.
High DPS doesn't matter much if you don't live long enough to benefit from it, Pershing being exception of its class and still having to tail it the moment something posing even remote threat appears nearby.
I'd rather have not the freakin garbage cromwell lmao. |
Thread: IR Ht6 Aug 2019, 19:05 PM
Then make it have other mechanic, not only the mini map one, mobile reinforce, debuff, etc
The kubel at least has damage and vet
Why you need more mechanics on a unit that literally costs the same as pios plus 5 fuel (that's less than one minute of income from 2 strategic points lmao) than passive minimap detection in a large radius is beyond me. Partisan commander has an ability for that and it costs like 60 muni a use or something and only lasts a few seconds. A commander level ability that's on all the time in a large radius is a pretty fucking good bargain for 200mp 5 fuel. You can even get the fuel back if it dies because salvage lmao.
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Again, not needed, they are not CQC unit.
Grens don't have same RA as PGs for that very same reason.
They're a 3CP elite squad that costs 380 manpower and is 4 men. Sure, they aren't cqc units but they don't get stormtrooper or commando camo (and btw, stormtroopers and commandos don't have super excellent RA because they get great camo and have to use that instead), and if you compare them to similarly tiered squads, even specifically long range-focused ones like lmg paras or guards, falls are significantly less durable since they are only 4 men and don't have super outstanding RA. Lmg paras and guards both have 2 extra men and when they lose models, they don't lose as much DPS since it's mostly concentrated in slot weapons. Falls could stand to get a slight RA buff, and like I said before, stormtrooper RA is only marginally better than what they have now because stormtroopers aren't like rangers or anything.
My thinking was that the 20 manpower would be a tradeoff for no RA buff.
@Katitof They may not be a full on CQC unit, but the primary use of their camo is to either close the distance or let enemy infantry walk up to them for better damage.
380mp is still excellent value for a manpower-only squad that also paradrops and comes with excellent weaponry already though. By comparison infiltration commandos cost 440mp when you factor in reinforcing 2 more models at 35mp a piece lol.
The problem is why would you ever pick them over IR STG44 Obers or LMG 34 Obers who are way more effective at their respective ranges? Why bother yourself with having to micromanage camo and ambushes when Obers can just mow down everything much more effectively? Falls do not stand out enough compared to them.
+1
They do have the advantages of coming earlier and being a fair bit cheaper to reinforce, and they do have fausts as well. That all makes them a bit easier to work into games IMO and a small RA buff would make them a more attractive option.
I know it's not exactly meta but I've been playing with this doctrine a lot and it's been pretty fun. |
Thread: IR Ht6 Aug 2019, 17:45 PM
If u just give it only the mini map the unit will die as nobody in their mind would use that instead of a kubel
Yeah because hundreds of square meters of passive detection is totally useless. Kubel's range is way lower than IRHT and IRHT barely costs more than a kubel at all. Sorry not all your units can be broken. |