It's my favorite AT-gun right now, and it's very OP with vet. Your mistake is using only one. They are so cheap you can afford to use them in pairs. Once they hit vet1 they zoom around the map in cloak and you can send them hunting. It only takes 4 hits to kill most mediums, so if you sneak up double raketen you can annihilate tanks before the enemy has time to react.
You just need to be very careful with them at the start and baby them. Preserve veterancy. Get off a shot or two and retreat the raketen before it gets wiped. The veterancy is worth more than the risk. The other player probably will pull back with his damaged tank. Wait until you have the perfect ambush before you really let the raketens out.
Yeah it's really the fact that you can have multiple striking out of camo is what makes Raks so ridiculous. Tank goes to under half health in just one volley out of nowhere and if they don't react right away they can easily lose it to the second volley.
This isn't abusable with the doctrinal ZiS camo because the camo make you move incredibly slowly, so any infantry come nearby your ATG is basically doomed. Whereas Raks you just hit retreat anytime you think they will be uncovered. It's a world of difference. |
Well, Manpower only unit that can barrage is insanely spammable in team games, I think thats why the ammo cost is there.
There's plenty of manpower only units that can barrage, I don't see the problem. If you spam ZiS you will for sure be easily punished by a decent opponent. And like I said the barrage range isn't amazing so you are exposing your gun to a lot of danger. It's not like a Rak where you can just retreat when pudding hits the fan, if you're in the middle of barraging and some OKW infantry roll up there's not much you can do to prevent decrew. |
People keep forgetting about the Soviet OP AT gun that can act as an artillery piece
))))))))))))
Please do note the sarcasm.
I mean people probably would actually use it as an arty piece if it wasn't 60 fracking munitions. That's crazy for a relatively weak and inaccurate barrage that also exposes your AT gun. |
i thought im the only one having a hard time taking down luchs as soviet
Definitely, it takes more than two hits from a ZiS afaik and PTRS' incredibly long aim-time means warding it off with PTRS Penals/Guards makes you bleed hard because it will easily take down a lot of health before even taking a single volley. That and not having access to AT nades Cons hurts. |
All that commander does is let you use the shitty arty through the FOW for Muni and build a god awful sexton. The Mortar pit was your biggest problem...
Yeah pretty much the only reason to go that Commander is FoW arty (actually really sick with Anvil airburst). Valentine's and Sextons both aren't worth the cost atm, although we'll see how FBP plays out.
The last ability is the easiest way to waste a puddington of munitions, it does pretty much nothing. The 25 pounders have to rotate before firing so shells take forever to arrive, and even then they are incredibly inaccurate so the ability might as well not even be on as far as your opponent is considered. |
Steering the topic back to howitzers...
Imo the LeFh ability is fine. It disables them from using it normally to bleed you out or such, and it doesn't affect much. Rocket artillery units are ofc mobile and aren't bothered by lefh counterbarrages. Similarly, if your mortar is in the same spot for long enough for a counterbarrage to kill it then you probably would've lost it to something else anyhow. Don't forget that the Lefh does have to rotate and setup before counterbarrage, so the shells do take quite a while to arrive.
It's true that ML-20 could use something different. It's quite inaccurate so the extra two shells don't even make it much better against OKW trucks. Atm I'd rather just build Katyushas that you can also use to wipe blobs if they don't have OKW trucks to barrage, or wipe blobs while they are at OKW trucks. Whereas ML-20 gives them plenty of time to move without much loss, outside of lucky RNG first shot or two. |
They have the best healing in game...
and the best AT gun...
It's largely subjective. Sure they can heal in the field by themselves while not in combat unlike other Allied factions. However Volks do so for free at Vet 3 whereas IS pay 30 muni each.
Plus you don't have any non-doctrinal way to heal any of your other units so when retreating units or anything like that your IS has to retreat with them, or walk over to wounded squads to patch them up.
Also best AT gun is subjective too. Ost Pak40 beats any other ATG soundly in penetration and insane Vet 1 ability, Brit ATG falls behind in raw stats, I think beating it only in accuracy. However other ATGs have their own selling points like USF having awesome range and arc especially with the vet ability, or Raks being able camo A-move creep around and retreat if needed.
Mortar Pit is a valid complaint and is being adjusted in FBP. But if Brits are so OP then just go play them all the time and enjoy your 100% winrate I guess. |
stupid brit ability, like so many more:
unhittable retina-secured trenches, vickers with 20% lulz range bonus, highly armored tanks with the best turning speed, and of course: the mortar pit: build 1 and get microless squadwipes
Brits are relic's darling baby
I mean there's stuff like lack of non-doc infantry AT snare or lack of base healing...Brits have their weaknesses as any other faction, you're just listing their strongest points. |
I know "don't play USF in teamgames" is a frustrating reply, but it does have some element of truth. USF simply isn't great for teamgames because their emphasis on Rifle play making them quite predictable and overall bad support weapon quality/availability, and lack of lategame armor.
On the support weapons:
USF mortar range sucks dong. At least it's t0 and is always available though.
HMG is locked behind LT tier, which as others have pointed out, seriously gimps you in teamgames since you didn't go Captain. If you backtech to LT later on to have an MG, good luck with your 50cal vs. Vet 5 STG Volksblobs/etc. that will swarm and kill it before it can get any suppression off.
ATG is actually really damn good in terms of firing arc and range, seriously that vet range ability is just crazy. However it lacks pen, and even if you pay 30 muni everytime you engage a tank you only get up to around zis levels of pen afaik. This isn't a problem in 1v1 where it's great at fending off or outright killing light to medium tanks. However pretty much all you're going to see in teamgames is Panthers and above, and their armor may as well be a trampoline to USF ATG rounds.
Current Jackson is too fragile and managing multiple is a micro nightmare as long as the enemy has two braincells and is using proper AT support. Even in FBP the Firefly still overshadows the Jackson in teamgames because it's a lot better at busting through heavy armor, plus Tulips.
I agree that while Callope and Priest cheese might be frustrating, they are basically all USF has to bring to the table. In terms of support weapons, medium TD's, etc. you'd rather just play Brits/Soviet. |
Better start with the Soviet and Ostheer factions first then. Almost all of their doctrines are shit.
Well there's plenty of overlap in Soviet and Ost doctrines since there's just so many commanders, so pretty much the only commanders used are ones that combine the best abilities Soviet/Ost have to offer such as ju87 AT loiter, or maybe t-34/85. A lot of "shit" doctrines simply are packed with bad abilities or have mostly bad abilities with only one or two good ability you can get in a better doctrine. Those wouldn't need tweaking, they would require a literal overhaul because tweaking one ability or so could easily make it identical to another commander.
Also 90% of Soviet doctrines are underused simply because Lend Lease abuse is basically the best way to play Soviet atm. It gives you the two things you are absolutely missing, an HMG that actually does HMG things (hopefully FBP changes to Maxim make it viable again), and a great all-rounder medium tank that is great at fighting other mediums. The rest is basically just icing on the cake. Maybe after FBP and call-in meta changes we will see other Soviet commanders surface more often.
However Urban Defense is especially underused outside of abusing it in teamgames, I would like to see the FHQ reworked to make it much less of an investment but remove the absurd aura. Just keep the heal and reinforce, make it able to be cutoff if it isn't now, etc. I would have swapped out Vehicle Detection for something else but I've found that it has its uses. It does detect basically across the map so if your opponent has a pwerfer/stuka you can pay 60 muni to know its exaction position before going in for a dive on the flank with your t-34/etc. Especially great because you can watch the minimap and wait for it to go forward to begin a barrage, where it will be the most vulnerable. |