Does anyone know how auto match actually works? I mean I get that its based off of your auto match rank and not your level, but I consistently find myself up against max level players, although I'm only half that. How do the levels relate to your place in the leader boards? |
Maybe instead of removing them entirely swap brace with the improved fortification upgrade you get from the advanced emplacement doctrine, and then Nerf it as well (like reduce the duration and increase cool down). That way you can pay for them to be more durable without them being ridiculous, cause personally I have found that their durability is more of an issue than their offensive capabilities. I don't see relic flat removing them. |
What do you mean? like replace them as the primary non-doctrinal front line infantry? Or as a doctrinal strategy? |
But when your opponent success flank it with massive AT(hello sucide StuGs spam), it will be gardening up .
At least ST vet 1 have smoke ...
Are you referring to the NahrW at vet 1? isn't that an anti-infantry defensive grenade? |
They beat volks and grens 1v1, but you get more troops. However, they may be a little too overwhelming at the start of the game before you can get upgrades. So they beat your infantry, then you cannot hard counter them with light vehicles because they can switch to at.
I would give the ptrs to cons, but hoorah cannot be used with heavy ptrs rifles. You should have to use both cons and penals together, not spam either of them. Cons desperately need their moltovs fixed, but not in a way that makes them volks 2.0.
Then what do you suppose is done about the anti-tank doctrine PTRS upgrade for cons which would then become sort of pointless? |
maybe punish their AI ability by replacing three of their SVT's with PTRS', not two, but giving them the same average AT damage output. The sticky satchel then gets unlocked by this AT upgrade, meaning you have to sacrifice the AI to get the uber-snare of almost certain death. |
My second favorite commander.
I see two types of enemies when using this commander, good and bad.
The good don't blob, have common sense, and use recon in the sequence my ST is done reloading and when they can hear it. And never move in a predictive way. Yes it may have 45 range but to get a hit that far with predictions is difficult, keep in mind 45 range means you need at least 50-55 LOS.
Bad players know I have it still blob because that's all they know, don't use recon, don't scout. And most importantly don't have common sense or skill.
The reload time is long and this unit is always going back close to the base to not risk being rocket arty.
Crits are introduced because...well shit you think any tank would drive away from a hit from one of those?
Just another unit that is suddenly a problem due to the tourney that's going on. This random unit being OP is getting out of hand. Where was you guys a month ago?? Just because you wanted an Allied/Axis player to win and he lost on twitch doesn't mean to come on the forums and claim OP.
+1 to this. Personally I think the fact that it can shoot through shot blockers is the only thing that really needs to be addressed. Aside from that, as stated above, you can outplay it sufficiently. It is also as mentioned before somewhere, map dependant as regards to its effectiveness. |
Raise the cost a little, make sure the sound is not bugged, and its perfectly fine.
Or this |
I really don't see how this is a problem, other abilities have long arrival times as well, like TOT artillery, which drops smoke. These abilities are supposed to be ineffective against moving targets and highly effective against stationary or disabled targets.
Fair enough, I suppose it's just that the stuka dive bomb is a single pinpoint strike, as opposed to a barrage. Adding smoke removes any real chance of catching the opposition out when it comes to more mobile targets and really only makes it useful, as you say, against very slow or immobile targets. Essentially you would be reducing its potential. I know that this would not necessarily be a bad thing, but in my opinion if you want to 'nerf' it smoke might not be the best way. |
I will add that while adding smoke is not a bad suggestion, that does mean there will be ten whole seconds for your opponent to react. If they have half a brain they'll be able to pull their units out well in time. I personally like the proposal of having a plane icon which only appears on the tac map, plus the jericho sirens. |