IMO blitzkrieg brings up a few issues when considering tank battles in the current state I'd the game, simply because paired with P tactician provides a very reliable way to escape or when used aggressively it's really hard to stop a diving tank as durable as the ones in OST. I want to address this issue and share it to see if others see it aswell.
Historically blitzkrieg was nothing like the game implementation, but that's a personal taste for the topic. In late ww2 when the game is themed a blitz ability is just awkward.
I suggest hull down as a double possible fix, to the cheesiness of axis mediums, to a better -medium tank balance, only after the heavy tank meta gets fixed. Axis tanks are already durable, being stationary and tougher won't break the current balance, it will though suggest a more passive gameplay, but this is already punished by allied superior range TDs.
Blitz can become doctrinal and mutually exclusive with panzer tactician if needed. Hull down becomes stock and will help stugs to fight off TDs in late game.
What do you think? It's a big change but it might be worth it.
make the weakest faction in game a lot worse against the comon 60TD Meta.. just to make OST complete obsolete .. sure why not
a the stug myth.... |
You really are advanced stupid here.... you deny increased micro tax despite acknowledging it and underlining the reason why its there.... all this while claiming its some kind of wipe machine, despite again, underlining yourself why its not anymore....
You take "contradiction" to a whole new level.
does it autofire double shot ? yes ... this is a huge wipe problem
the manuel fire is just a bonus of a "unit" wich dont bleed mp and win against every other mortar.
The only counter is 20 min of leig fire and heavy arty wich u can Brace against...
axis have to invest 3times more mp to counter that stupid thing .. while ukf just "send one engineer" and rep.
its clear that the most allied fanboy want a stupidly op mortar with 0 micro... but not today!
I would consider the opportunity cost of building a mortar pit too. If the frontline moves back it will eventually leave the range of fire
thats part of the balance. every emplacement in the game "can get a out of range" |
As i thought, you probably never use the mortar pit.
In actual game, a decent ukf player will have to constantly use the barrage if he want to dish some effective out of the pit, not to mention all of the calculations one have to take when picking a position to built and all of the effort to babysit, repair and protect after that.
All of the effort sometime just to get some smoke and got hard counter by a couple of leig/mortar.
sure because there is no cover on the map....
"all the effort"
Auto attack range was reduced by a lot.
for a good reason, no one wants the sim city shit back |
Only those who never play ukf still believe that the mortar pit requires no micro.
hit brace or what?
Or like the 120mm wipe machine? |
Ost T4 is indeed completely fine outside maybe 1v1.
Same goes for UKf ...
UKF is shit ... same goes for OST T4 no need for this.
Just give them the stupid moblie morter and remove brace.
idk why u want a normal mortar when u can have a double pad wich requiers no micro at all. |
"F" |
Reason why people build Jacksons is because you can't fight axis 230+ armour vehicles with sherman effectively. This is why they build their tank destroyers. You can see Tigers almost every game post heavy tank buff. This is the only way not to lose the game as USF, you have to build Jacksons. Brits have Firefly + 6lb + extra stock tanks that can take a beating, Soviets can at least support their SU-85 with zis gun, satchels or Stun34 to trade for a Panther. USF relies primarily on Jackson. USF ATG ability is cool but consumes a lot of MU and may well bounce even if you hit the target. I don't think USF can afford any changes to the Jackson
no u bild jacksons cause u dominate the inf play already and negate the "mythtic" lategame armor advantage.
as okw ur inf gets beaten up by shermans with he so u bring a pz4 or a jp4 but usualy a pz4 because volks get buttfucked by vettet up usf inf. Since its normal as USF to just outrange axis armor with jackons u dont have to flank in any circumstances. Ur already vettet and gunned up inf just rush forward and gain sight and the jackons zone out any tanks.... the only thing axis can do is to rush and flank the super moblie TD ... wich sounds funny or ? in 2v2 u can bring JT or Ele but it is counterd by Jacksons the time they hit the field...
so cut the range of the jacksons to 50 and let them flank like every super mobile TD have to. |
Shocks will be fine after call-in techlock + higher nade cooldown. Currently, spamming Shocks into call-in tank is very oppressive.
This. Falls are not supposed to beat Shocks 1 on 1 (nor any squad for that matter), but they can do significant damage against them if you've got them backed up, pop Valiant Assault or just retreat once the Shocks come close.
What I would do with the Falls is fix the late timing of their second FG42 package and lower their dps a bit for Stormtrooper RA (0,83-0,59 -> 0,75-0,53). With the Command Panther tech lock, I feel Luftwaffe will become a top 3 OKW commander anyway, with 4 strong and verstatile abilities. Hell, even tank traps, trenches and Flak can be useful at times.
sure only allies should have A move inf play... and than nerf volks pls.
And why are they not supposed to beat theam ? who said this ? some allied fan boy?
I feel Luftwaffe will become a top 3 OKW commander anyway
Yeah but why ? not because its so good. or the nerf/buff had change anything ... they still dying like flys. |
Use a buffer then if you can't make use of cover. I maintain my stance. When used properly falls are God tier.
It's difficult making an elite AI infantry squad for OKW because they will ALWAYS have Obers. Falls come quicker and hit harder now that ever before but are squishy. Pick. Your. Fights. They do fantastic damage at all ranges. They can self heal with vet, they can reinforce on field with an ability that also gives them fore support. They have valiant assault to boost them through the roof. They are not as easy to use as Obers but the ceiling of what they can do is MUCH higher. Nobody is forcing you to use them if attack move is more your flavor and that's the joy of doctrines. Some of us DON'T want Ober clones. Some of us WANT units that make what WE can do shine, not just a unit with concentrated DPS so it can be as forgiving as possible. Some of us are playing for fun, not just the easiest way to the top of leader boards.
Falls offer an alternative to Obers, they don't replace them and if you can hack it falls will do far better than Obers. Again. Treat them like a more flexible commando squad. Ambush. Pick your fights. Bleed them to shit and make them fear not having a number advantage when they move around. There's more to this game than raw DPS and received accuracy.
yes When u invest 100 mun for nade and bobytrap... maybe.
Yes there is another Problem, u always need Schwere in the end. So even u go for mech and fallis there comes the point where u need some Tanks and u can get obers.
Maybe after spec ops nerf we see more Fallis in the 1vs1 department but the main Problem stays " theyre dying like flys" and u always need Schwere and get the obers.
Just rework the commander. hmm what about to add a pak 43 emplacement? maybe than u dont have to go for schwere |
Except that they don't lose at all ranges. They have fantastic dps at all ranges. They might lose up close to cqb specialists but have the flexibility to not do that. They can engage something like shocks at range and punish them closing via bundled nade or poison smoke or better yet both. They have camo so there is no excuse for something like Tommies to not get caught off guard and murder them outside their prime situation. They are extremely versatile but squishy. It takes more than say rangers or shocks or Obers or lmg paras to get the most out of for sure but the threshold of what you can achieve if you CAN use them is higher.
Having a higher taxing unit that can reach higher highs is fine when it's completely optional like falls. If you like the doctrine but not the falls themselves you can always substitute in Obers and use them conventionally.
But I reinforce there is no excuse for a unit with camo to being out in unfavorable fights you get the option to pick and chose... Make use of it. They are 60mp cheaper in the mod, that makes them easier than ever to work into a build and make the enemy wonder what's behind those logs, that sand bag, that crator. Falls can 1v1 any squad if they make use of their kit so even the threat, much like commandos makes sending lone squads very risky for the enemy. Psychological warfare as well as digital!
u saw tightropes vid? the Problem is that they cant bring the dps to the enemy ..BECAUSE they fuckin die like Flys! what is so difficult to understand that.
That DPS split of the 4 FG's is the Problem. They where much more combat effectiv if the main DMG would come from 2 FG's.
So i have an SUPER Elite Fallis it that just have chance by invest 60+ mun for nades. Sure... and the others just A move and shred all. Sounds fair to me.
Now we have just other low tier cammo unit. There is no reason to pick them instead of obers.
Ehh.. no. LMG Obers will kill about 3 Shock models before being killed themselves.
The squads that perform best against rushing Shocks are Panzergrenadiers, Falls and STG Obers, but none of those will actually win (unless the Shocks decide to flop around after each model death).
Yes until vet 2.
Idk why OKW dosent get a proper elite inf call in. It would make the Commander so much better.
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