In that game that AE cast, it looked like the sim city got countered pretty well.
Then again, Stuve is one of the recent tournament winners, so he's probably a pretty good player regardless of what strategy he uses.
So, you know, that's a bad example. |
I was mostly joking in my post about 'artillery hell', but I have played at least 5 games in the last week where my opponents made 4+ LefHs and it's an absolutely unpleasant experience. We won most of them, because at some point someone rages out and goes for a deep dive.
Anyway, if you make 1 LefH then I don't mind. It's the ceaseless screen shaking terraforming spam that becomes absolutely unbearable and has nothing to do with "playing well" since with enough shots, even scatter doesn't matter.
I also dunno how that can be fun since you'd be tying up 60 of your popcap, meaning you'd have like 3-5 other units/squads at most, and unlikely any tanks (unless you're only using stugs, I guess). |
And so, another artillery hell team game was created.
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Wasn't there a big hub-bub over the 2man sniper team Soviets had. A 3 man 75% sniper team seems like we'd be walking backwards right into that.
Not that a 4man 75% sniper team is any better. |
One could try 2 ST 2 MP 40 and cost to 280(?) and pop down to 7, they could then upgrade when truck is set up.
Imo they should be replaced as starting unit with VG.
I don't disagree, though I don't know how it would play out in actual gameplay.
@distrofio, my favorite axis faction is OKW, so yes I am aware that it's a bad idea to run SPs into an infantry section. You'd have to avoid going the direct route, flank, or otherwise not take the obviously bad engagement. Same way it's a bad idea to let SPios close the gap on conscripts.
Anyway, my comment was aimed in context at what Vipper said and not to be interpreted as a general "nerf okw plx". Only complaint I have about OKW (when playing as allies) is JLI + Sector Assault.
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Imo 300 power level infantry should not be available before minute one, these units relay on brute force and make the hole combined arm approach pointless.
These unit should be toned and have weapon upgrades available to them if there is need for it.
Early engagement should be between mainline infantry and support weapons.
What say you aboot Sturmpioneers then? Turn them into workers with mp40 and give weapon upgrade later? |
If the issue is that AEs have a chance against sturmpios (though in my use of AE and as OKW I find it's about 50/50 of who gets better position+rng), why not change their price to be 300mp?
I would consider that fair given they have a lot of utility outside of smg brawlers, same as sturms.
I don't think it would be a good idea to turn them into a 4 man squad, unless the price would drop significantly to reflect that.
Nevermind that Volks can still engage them from a distance. |
All airplane loiters, for all factions/commanders/abilities, should really be fixed so that once the interface clears an airplane cannot magically appear out of nowhere and shoot/bomb things.
I understand that there are multiple phases to these abilities and so it's not a simple fix, but the absolute level of game-breaking rage-inducing BS that this causes goes beyond "tolerable quirk" like tanks bouncing from bushes or the retreat pathing crap that happens.
Either extend the length of the interface's symbols or make it such that once the interface clears, no other planes can appear as related to that ability.
You shouldn't have to pray that a stray plane doesn't come out of nowhere. |
A vet-2 comet, an SU-85, and a ptrs penal squad throwing a satchel that catch a jagdtiger off guard from behind and block it from moving. Yeah that's... let's just say that the jagdtiger was gone without the AT overwatch being called in.
edit: I'll level with you tho, I don't think the ability should wipe tanks -- but the triple nerf it got (glorious Relic rule of 3) has made it not very worth it in the 100-200 rank play in team games.
If that range of play doesn't matter, then feel free to disregard my input.
The delay means you can leave the circle pretty confidently, and even if the first few shots land, they won't do enough damage because it's damage was cut in half and it was given a penetration value instead of the 'guarantee to pen' that all other artillery gets.
Point is that as of now, it's less than a quarter of the ability it was when first released -- and it was OP at that time, no doubt, but the over correction has now made it a disappointing waste of muni.
I'd rather have a p47 style AT loiter or Stuka CAS ability than what it currently is tbh.
As you said, that can be countered.
In terms of actual suggestion I stand by what I said. Keep the delay, keep the penetration value (I accept these two nerfs) but return some of the damage to 90. That's not even a full return, it's only a 50% return.
I think I am being reasonable in suggesting that. If the patch team/relic say "no", then so be it. I'll probably just use that as a "wait for some guy to bunch his pwerfers up together" ability than to actually kill anything heavier than an OKW p4. |
One thing the poll didn't ask about is the 45mm AT gun for soviets.
TBH I am somewhat confused about this, as despite trying to use it, it doesn't seem to do a whole lot. It's incredibly cheap and doesn't require specific teching, so it's understandable that it's not great, but I think the only real use for it now is to panic call it in if you get rushed with a flamer or a luchs. The Canister shot idea is a good concept, tho I'm not sure if it does any real work. I would like to ask others who have used it to share their experience regarding it's role in:
A) fighting off vehicles and
B) supporting anti-infantry (it obviously doesn't kill for squat, but it softens I guess). |