What i dont get, why even touch fallshrims, they were perfectly fine before the patch.
Because Overwatch with free vision flares + JLI + best skillplanes in the game that insta pin and kill tanks and also Spec Ops with the call-in command panther and uncounterable recon and 15 MU granade avalanche were overshadowing the Luftwaffe so people didn't play it. This appears to have been good enough reason to buff Fallschirmjager. They were pretty expensive pre-patch but were excellent anyway. For some reason nobody talks about the infiltration commandos that cost an arm and a leg to call-in and then reinforce, it's 370+2x35=440 MP to have fully operational commandos. I remember seeing pre-patch Falls with ~60 kills. They were always good, but they had to compete with Obersoldaten for attention and Obers have also always been excellent.
Also handbrake is broken on 251 HT for OST, doesn't work atm. Also I noticed that several tanks I shot several times each with pak40 on ice and none of them sank. It was Oka river (winter). Dunno, maybe another bug.
I find it horribly frustrating that VP footprint on the minimap is significantly larger than the icon, often times overlapping with other points so that if you quickly click a unit to say a fuel near the VP they will actually head to the VP.
Anychance we can get the damn footprint reduced so that your units head where YOU click and not what the game thinks you want nearby within ~60 range of where you clicked?
About minimap, I think the visuals affect the usefulness of this tool. I wish we could have a minimap that uses the space more efficiently, the map itself in the circle could be ~20% larger, the same could be said about the tactical map.
FHT is very useful vs SOV T1 and somewhat against USF LT openings. LVs are not a reliable way of dealing with it due to raks around it and volks with snares. This makes any LV assault very risky. Proper way of getting rid of enemy FHT is with an AT gun, then the smoke pops up and the truck goes somewhere else to repair. Building an AT gun for SOV T1 early is painful currently because of 160MP+20FU+320MP cost and time spent teching + building. USF that goes LT first for .50 HMG (very useful vs volks) will have to unlock CPT or go for airborne doc to have AT gun access. This is why as USF I prefer to build CPT first and then use his skill to quickly produce LT right after that to have both access to HMG and AT gun early vs OKW.
The fuck you're talking about?
It does not even have pack up time anymore for years now and you clearly have no idea what a deathloop is, you don't have a line of halftrucks exploding one after another when trying to pick the flak from the ground.
I am going to become the number 1 ladder player on Axis, both OST and OKW. After this, I will infiltrate myself into the balance team to unleash my master plan that is to nerf every Axis unit currently on the roster. For my coup de grace I will delete OKW from the game.
Pioneers are decent at close range for an engineer unit, they are not meant to be a combat unit and they historically used MP40. They are better than RET and CE, they give sight for the MG and can approach suppressed infantry to force them to retreat. They are absolutely fine as they are now.
cause the proposal i said above was very similar to piat RE, snare, 1 less man (apart from fusi)
100 damage same
similar pen
lower rate of fire
Axis tanks have significantly higher armour values so they wouldn't care as much about schreck/piat blobs. This is why IS2 and other heavies with large HP pool like churchill or KV-8 are a great counter to schreck blobs. Medium tanks on the other hand get destroyed easily with their 160 armour and 640 HP. The closest thing to 4 schrecks vs allied tanks is 6 superbazookas vs axis tanks - 2xPG with schrecks vs 2xRangers with tripple zooks, at least it feels like they have a similar level of AT efficiency in teamgames. I never see anyone blobbing rangers with zooks though.
Panzergrens also have a very strong grenade so they don't always need STGs to deal AI damage. PGs with schrecks in teamgames often function like raketens as they go in tandem, fire schrecks and retreat to minimize losses and come back in a minute. It's a weird mechanic that requires very low micro and can be deadly vs mediums/TDs in teamgames. The more players in the gamemode, the more often you see this strat in use.
u could make the same argument with every doc unit tho ass enegier exist
Ass engies don't have sprint. It makes a huge difference when a squad can close in immediately before you can apply a MP bleed / model drops at long range.
A husband and wife are stronger than a man and woman
Please, put husband in T0
I too think that con PPSh package comes pretty late considering OST have Assgrens with 5x MP40 and sprint from the start if they pick such doctrine, no MU investment in MP40 whatsoever.
You seem to underestimate relative positioning. If lmg Grenadiers lose easily at all ranges to BAR riflemen including max range they would be little reason to reposing ones units which leads to static play.
Riflemen should win at mid range and break even at max. That is why BARs should be cheaper and more mid focused oriented.
This change is in road Garand change took place making the unit better in close to mid range.
Cover wins engagements. It grants bonuses that often outweigh weapon upgrades. Cover is static and there is nothing wrong with it. There are tools to deal with static play for every faction. To me it just looks like you're trying to find an excuse to nerf BARs. BAR is the only non-doc method of making USF non-doc inf have good damage output at long range and they cost a lot of MU. Having to close in on your enemy is always putting you at a disadvantage as you are less accurate on the move and less likely to benefit from cover while moving so you will suffer model drops even before you start dealing damage. There is nothing bad with being able to fight from range after you invest 120 MU into a 280 MP unit.