Pray to God and then Alt + F4 in order to avoid the tilt
On topic, well... most people using the Sturmtiger support it with everything and it's difficult to destroy it. You said you played Airborne, so you can use mines to criple its engine and then use the P47 Rocket Strafe ability to destroy it. |
They are absolutely fine for their job. It's like proposing a nerf for a unit that is expert in CQB situations, because it's designed to be effective in CQB situations. |
Machine guns and well placed mines |
Since i play USF a lot, and i also use Mechanized a lot, your best bet is mines. You need to place mines in key points and try to bait the USF player into your mines. This strategy is good until you get your truck up so that your Volks have Panzerfausts available. |
I played 2 games both as Allies and as Axis, and i can say that JLI as a Sniper squad, Soviet style, but they have 4 members. Their sniper is strong as hell and if you spam them, they will obliterate any unit they face, especially if you focus fire. I used 4 JLI and focus fired at Shock Troops, Rangers, Riflemen, Tommies... the squad instantly dies. It would be wise to decrease their squad number to 3 and/or decrease firing range too. |
Commander name : Close Air Support
Description : Utilize the American air support in order to push back assaults, counterattack or break through heavily fortified positions.
CP 1 - Recon run : A plane will pass over the battlefield and scout the area.
CP 3 - Airborne reinforcements : A plane will drop a Paratrooper squad and a Paratrooper Engineer squad. The paratroopers have LMG and/or Thompson upgrade, plus a Sniper upgrade at vet 1 (similar to Tommies from CoH1). The airborne Engineers are better equipped and trained than Echelons and Assault Engineers and can support the American Army in many ways.
CP 5 - Air raid operations : For the next 30 seconds fighter planes will attack a designated position and strafe enemy infantry. Once their attacks are over the planes will drop smokes to cover an attack.
CP 9 - Strafing run : A fighter plane will strafe and suppress infantry in a tight corridor. In case that the unit gets red pin, it will retreat.
CP 13 - B-29/P-47 Tactical Strike : B-29 Superfortresses and P-47 Fighters will patrol and attack both vehicles and infantry formations in a designated area. Once the attack is over, the planes will drop White Phosphorus smokes to deny the area and/or prepare it for the next attack.
I also have a second idea.
Commander name : American War Machine
Description : Take advantage of the sheer American vehicle production to put pressure on the enemy with endless waves of armor and support vehicles
CP 0 - Raid tactics (PASSIVE) : Allows Light Vehicles to capture points.
CP 4 - Stage 2 : Rear Echelons can construct a Supply Yard which will slightly decrease the population cap of all American vehicles and also slightly decrease the fuel needed to field vehicles (1-3 pop cap points, if chosen from the community, it can be discussed)
CP 7 - Allied War Machine : For the duration of the ability, any vehicle lost in combat will be replaced with a new one free of charge. Up to 3 vehicles can be replaced every time the ability is activated.
CP 10 - Sherman Jumbo group : Deploy 2 Sherman Jumbo medium tanks on the field.
CP 13 - M26 Pershing group : Deploy 2 M26 Pershing heavy tanks on the field. The ability can be used once. Upon losing both of your Pershings, the ability can be used again but it will deploy a single Pershing tank. |
Jaeger Light Infantry are the hot topic of the balance forum at the moment, with their very high damage and low cost leading to spam and lots of angry forum posts.
Most of the suggestions involve toning down JLI's damage to cost ratio: pushing them up to 280-300 MP is the usual suggestion, with others involving toning down their ambush and sniping bonuses or increasing their munitions cost.
But what if you left their damage alone, and toned down their durability instead?
- Jaeger Light Infantry squad size from 4 men to 3.
- Sniper Rifle unlocked automatically.
- Possibly increase their range slightly.
This'd keep JLI's performance pretty much the same in the role they're designed for: sitting at the back in a cover fight getting snipes, with other infantry screening for them.
However, they'd be more vulnerable to their counters (CQC and vehicles), making spamming them not viable at all. You'd need other squads to screen for them, much like protecting a sniper.
You could do something similar for Pathfinders too: drop their cost substantially, but reduce them to 3 men. That'd make them high damage, high LoS recon squads that can dish out a lot of damage but really don't want to be taking fire themselves.
Is their sight range equal to their firing range? Because i got an idea about both JLI and Pathfinders |
I like the dshk but when playing against a soviet crew spam i relie on sth like the halftrak you get in Inf Doctrine or mech assault, maybe a 222 - okw kübel, luchs. place 1 dshk in the backline and you just wreck any advance. the thing with 50 cal is, it is only manned by 3 guys and as a result is pretty much a glass cannon. losing a 50 cal hurts, but when dshk is spammable.. well you just get a new, like with maxim now. it requires high amount of micro to counter all these static weapons, same with emplacements.
mgs are meant to support, i usually go completey without them. still works out
Same thing applies for Allies against Ost's MG-42. In general, MGs should serve their purpose which is providing suppressive fire. Compared to the MG-42, the Allied MGs struggle to pin down a squad, and things get worse against multiple squads. I have seen my Grenadiers getting pinned after 3-4 bursts in open field by a Maxim. They need a slight adjustment at their effectiveness and their price of course. |
The problem is that their low target size and the 3 K98 make they rather good even at close range.
To make thing even worse JLI can sprint away from units.
That is why I have suggested to make the K98 have a flat DPS curve bellow 10, so that they worse at CQC and to remove sprint.
That would make them good long range and weak close range.
Please tell me that you are referring to their vet 3 and vet 5 target size. It's very low indeed. Their default target size seems fine. |
That is incorrect. Infantry with camo get different bonuses for first strike (AT weapon also.)
Commandos
Veterancy 2 grants +35% speed during ambush for 3.25 seconds; Veterancy 0 sprint Ambush bonus removed.
Since the 2 unis have different optimum ranges it is difficult to compare. JLI want to use their bonus a long to mid range while commandos want to use their bonus close range and chase the enemy on retreat.
Did anyone test how various CQB units perform against JLI? I mean, what are the casualties for units trying to close the distance and fight them? I discussed with Jae For Jett the idea of fighting them with LMGs, but since the G43 ignores cover, he advised me (along with other players) to use CQB troops. |