Huh, I don't remember a CD when I was recrewing weapons in the tech test. EDIT: Finally got a chance to look at it, and yeah, 45-60s CD should be a good initial range to try to slow down the constant recrewing IMHO.
You can just send one of your squads to recrew. Only needs two models and the truck will resupply both afterwards. It wouldn't change too much. |
What is the point of this unit? It is probably hands down the worst unit in the game considering the cost. It has no range, horrendously long reload, barely vets, costs a fuckton of resources and does barely any damage. Shooting into a blob of 4 units will maybe net you one or two kills before he gently strolls out of the area of (non-)effect.
Why? |
ASC, 40 munitions strafing runs are what you need weirdly.
And then what? You destroyed one emplacement, congrats. In the meanwhile, your VPs are ticking down, the enemy is just about to get the Tiger, you have no upgraded Shermans, incredibly bad infantry and no arty. You are still fucked. |
It's simply not true.
And now try this in higher game modes where maybe 2 players build the same amount of these emplacements and maybe one gets a Wirbelwind, etc. |
In regards to panther/tiger..... you've heard of hellcat?
I don't know if that's the answer. The range is very limited and it bounces off of P4's regularly. Maybe the first strike works, but that's a deterrent at best. |
testing: upgraded USAF strafing runs from the ASC will destroy Vet 0 emplacements; any kind of smoke to get a unit in LOS and a strafe deletes them.
And this becomes absolutely obsolete when they have multiple of these emplacements. Your plan will not even reach the edge of the map. |
I dont get it why usf again dont have any non doc Arty options. At least relic could buff M3/75 range or usf will be dead in teamgames.
USF late game is pretty pathetic. You lack arty (and doctrinal arty is bad anyways - Scotts and Whizzbangs are not really worth their money) and solutions to bust Tigers/Panthers. While the Shermans are pretty good, they a) force you to go mechanized upgrade and b) they are one-trick ponys that won't work on narrow maps against Tiger and co, when flanking becomes impossible. |
I did mention this in post #107. I was a bit naive about Brits AA and had just assumed that theirs was as effective as the US' AA was.
I just did some testing, and here's what I found:
If you saw my video with the M16 AA halftrack, I put pretty much everything in the same spot, but switched out the US vehicles for a Churchill, Churchill Black Prince, 15Cwt, and a Crusader II, all equidistant from each other, and then I switched out the M16 AA halftrack for two 15Cwt (yes, two, not one. ) AA halftracks. I also tried with one 15Cwt and a Crusader AA tank. It produced pretty similar results.
It ended up being that the Axis planes were shot down *after* the first strafe. ((It also seemed that the planes didn't choose the same target, and instead opted to spread the damage across multiple targets. The "counterplay" is similar to soviet AT overwatch, except if it was insane.))
Better than the planes being able to loiter the sky for 60 seconds (if there was no AA), but certainly not ideal for the kind of damage that the strafe can do so soon after the flares drop.
I would like to point out the fact that the callin is 225 muni and that the brits have access to high HP tanks that can actually take a pass from a stuka strafe and survive, so I think it makes logical sense that the brits have AA that isn't as effective as the US's is.
However, the ability in its current state is really too much.
If it is to stay this deadly, then it had ought to come out much slower and be more of an area denial tool, maybe with more planes that do less damage individually but are harder to shoot down because there are more of them. (And obviously the fact that TWO AA halftracks are needed to actually shoot down the planes within a reasonable timeframe.)
If its to continue to come out that fast after flares, then I think it needs to be less deadly.
Yep.
P.S. - if you were wondering, a single 15Cwt AA halftrack shoots down one plane after a single strafe, but seemingly struggles to shoot down the second before it's able to make a second strafe.
That's good info, thanks for testing. The US HT seems to be the best AA in the game hands down, but Germans can compensate with their dual use units (Flak emplacements, 88s, Flakpanzers, etc.). One of the problems with the allied AA, particular the Brit truck, is that it gets one-shot by the planes itself. SO if you are unlucky, it won't even be alive to shoot something down.
I think AA and loiters need adjustments. First of all, drops like Paras or AT guns shouldn't be able to be shot down before the drop. The massive amount of axis AA makes like 50% of US abilities useless. I would like to see loiters being toned down and AA on all sides as well. I don't really like these "you are forced to build that one unit or you insta lose because the enemy presses a button once" ideas... |
Counterplay = M18 AA halftrack
Shoots down AT loiter planes before they even fire a single shot. Even just ONE vet 0 halftrack.
Now, for Axis, I don't know if they can shoot planes down THAT fast, but I know flak 88 actually shoots down planes very well.
What about Brits? Their AA is seriously lacking. The neat thing about German emplacement spam is that they will also kill any plane (or air drop) basically instantly, negating most of the counterplay as well! |
There are a lot of things they need to fix, like paradrops being shot down before dropping the units, emplacments need a complete revamp and so on and so forth. Seems like relic never learns. People in Coh 1 hated the mortar pit. So let's give the Brits one that has TWO mortars and brace. People hate loiters? Let's make them way cheaper and way more effective! People hate sim city? How about unkillable emplacements? |