Afaik, the USF mortar is an exact copy of the Ostheer mortar, except it has 5 less range (75 instead of 80) and gets reduced smoke barrage cooldown instead of counterbarrage at vet 1.
Because scatter doesn't depend on the maximum range of a unit (unlike accuracy), it will have the same performance as the Ostheer mortar at the same ranges.
So while it might not have the same flexibility as the Ostheer mortar, I wouldn't go as far as to say it's only good for smoke.
Besides slower setup/teardown and lesser range, the USF Mortar suffers from worse AOE distances that reduce overall damage output, and unlike the Ostheer mortar the barrage offers no improvement to scatter. I just can't justify building it on the basis of anything other than free smoke, and would never build one if I develop towards grenade techs instead.
In the context of 3+ MGs being suggested here I suppose it could be useful, however, though still more as an anti-garrison weapon as the barrage is not reliably capable of killing or sufficiently damaging (so as to incur a retreat) a MG crew out in the open IMO. Last time I bought the bullet on building double mortars in a 2v2 we got rolled and both mortars ended up feeling pretty useless with maybe 1-2 kills between them, despite heavy MG useage by Ostheer player.
If you can stomach the fuel and muni costs I'd say grenades are a more reliable investment most of the time. |
Rifleman blobs are FAR too op right now. Rifleman historically and in game should not have a chance against veteran volksgrenadier squad
Your "veteran" volksgrenadier squads were an amalgamation of barely trained conscripts, men previously deemed unfit for service, and transfers from the Luftwaffe and kriegsmarine held together by veteran NCOs.
The trope of the elite Wehrmacht / WSS was probably always more fantasy and fiction than fact, but it certainly wasn't the reality in late '44 and '45.
By this point in the war the average allied soldier on both fronts was generally better trained and equipped than whatever manpower Germany could continue to draw upon.
If anything volksgrenadiers should function like how Tommies do now, with an out-of-cover penalty, given that they were purely defensive divisions lacking any sort of heavy equipment. If we went that balancing route I could even see giving them in-cover camo or something.
Historically, gren or volk with theirs bolt action rifles should not have a chance again rifle with semi auto weapons.
Come on man, don't you play video games? Semi-auto rifles magically do less damage than their bolt-action counterparts, no matter the cartridge being fired. Besides, it's not like cycling a bolt-action and keeping sight picture under fire is difficult or anything.
It really is a wonder how Germany lost WW2 at all. |
İ am strugling aganist ost mg spam as usf. I am open to logical advice.
Mortar can offer free smoke and barrage garrisoned buildings. Other than that, certain commanders offer tools for countering MGs, such as the WC51 (Mechanized: be careful not to lose vehicles to the MG42's AP rounds, however, as it can very quickly destroy light vehicles) and "Fire Up" (Rifle Company) for flanking, and rear echelon rifle grenades (Urban Assault) for driving the MG out of buildings and cover, or otherwise attacking the MG from beyond cover. Think of it as a more mobile mortar; it's about as good as your regular one when it comes to killing.
If you are really feeling ballsy, you can tech to grenades which will help with wiping out team weapons and stealing them. I used to like to do this with Rifle Company since you can get close with the Fire Up ability and then pop a grenade, hopefully without getting suppressed beforehand.
If you go captain, you can also use his "On Me!" ability to remove suppression from a squad. It is worth noting that this ability is supposed to retreat units to the captain, but you can make the squad stop or move towards the enemy instead; the movement portion of the ability is not a hard retreat function and can be easily overridden.
2x mortar. People say the USF mor is bad, and it may not be the OST mortar, but it does its job well enough.
2x Mortar early game as USF - honestly any faction probably - is sure suicide in anything lower than a 3v3.
You should only ever be using USF mortar for smoke so doubling up isn't going to help anyway. |
As an other user would say:
Apples and oranges, the units you mention have nothing in common other that they are all vehicles.
You're right, neither of those vehicles offer maphacks or gamebreaking visibility glitches. |
Can someone explain why this unit is cheaper - and more durable - than the WC54 Ambulance and the M3A1 Scout Car again |
If no other buffs go through, I wouldn't mind giving the 6th crewman back. Popcap is definitely too high for what this thing is actually capable of doing.
Alternatively could raise damage from 80 to 90 (lol), so this thing can actually kill a soldier or two in-between the lapses in its massively slow fire rate. |
snip
Holy hell, and that's versus double brens?
Lmao |
How about this?
- Nerf Jackson's and SU85's penetration.
- Make P5 195 fuel, compensate Ostheer by making T4 10 fuel cheaper (so T4 stays competitive).
- Make Tiger, Croc and Pershing 10 CP like the IS2 and KV2.
Honestly OST T4 should probably be cheaper anyway, but in no way can the Allied TDs receive stat nerfs (particularly penetration...) and the Panther not receive one. Cost doesn't cut it, since no matter how much fuel that Panther costs, it just took the strategic initiative away from the entirety of the armored force on the other side of the map. In team games this is even more of an issue.
If TDs get a hit stat-wise, particularly to offensive capability (and I would prefer a ROF decrease over a penetration loss, if I am being honest.) than the Panther in particular needs a durability nerf. 720 HP sounds like a fair enough compromise since that's the HP value of the M4A3E8, and the Panther still has an ass-ton of front armor.
Also, 10CP feels like too little to me, but any increase at all is welcome. |
I'm surprised that, in the end, when you were talking about thematic failure and the portrayal of the Soviets, that you didn't bring up the campaign mission where a bunch of conscripts rescue the main character, and then are executed for it. It was the single most upsetting part of the whole game for me, suddenly I was feeling exactly what I assume all those Russian players felt.
Here you have a bunch of the titular, nameless "Heroes" of the game killed in cold blood by their own officers for rescuing one of their own. Soviet doctrine certainly discouraged initiative, sure, but I doubt extremely highly that the Soviet leadership at any tactical or even strategic level would have demanded the execution of a group of soldiers for such an act of heroism - if anything it would have made great Red Army propaganda. It was the single most disgusting moment of the campaign for me, and to this day I have not finished it. Simply cartoonish villainy. |
Except that the complaints about TDs are the excessive 300+ penetration with vet. You dont need 300 pen to penetrate a panzer 4, in fact you dont even need 240. I have no clue where you got this idea that the issue with allied TDs is they are too good against panzer 4s.
Both the jackson and su85 have a 95% chance to penetrate an okw panzer 4 at long range stock. Removing the penetration vet bonus for reload or some other utility is not going to help panzer 4s, it's going to make the matchup even worse but nobody is sweating it because it's a non issue.
Oh and AT guns counter panthers. So do AT infantry. Bazooka rangers, or even double piat sappers are enough to zone out a panther.
It's exactly true that you don't need all that penetration to counter a P4, and that's not why you buy something like a Jackson. You get one to actually be able to deal with Panthers and up, which it should absolutely be effective at.
ATGs aren't going to stop a Panther unless you have several of them, and they're certainly not going to kill a fleeing or blitzing one. AT infantry, maybe, if you can snare them at the right time and place, but again, even Bazooka rangers aren't going to be chipping through all that armor and hp anytime quickly.
In all the TD complaint threads before this, people were complaining that allied TD dominance erased Axis MTs from play. Reframing the issue in the context of being too effective versus massively armored endgame axis tanks is particularly stupid - it just sounds like you want these tanks to be an I-win button.
TDs should absolutely counter panthers, they should absolutely counter heavy tanks. Especially in the age of high AOE heavy tanks blasting apart ATGs, which are more vulnerable than ever at the end stage of the game, this is no time to be nerfing TD penetration of all things, buffing heavy tanks even more than they already are. |