its a map exclusive, nice to have different maps with variations, some maps/zones are better suited for different factions and metas
Ah yes, the meta of clicking a single button on occasion. Truly high skill gameplay really finessing one's skill and micro ability as you blindly attack ground without consequence. |
I have played one too many games on this map where Brummbar and Sturmtiger/AVRE firing over the middle shot blockers has decided games. Theres no real counter play to this, except maybe aggressive artillery spam, or matching cheese with cheese, so it by default turns this map into an absolute meatgrinder if the game drags out past 40 min or so, Especially when Heavy TDs enter the mix. |
The question is why is JP Pop 15 when it designed to engage targets with less armor.
if it ain't broke don't fix it |
This is what we call bias.
The LeFH and ML-20 have the exact same scatter (accuracy) stats on the normal barrages.
They also have practically the same AOE profile, although it's slightly in favour of the ML-20 (94.1 AOE score for LeFH vs 101.5 for ML-20).
However, the ML-20 deals 200 damage on direct hits while the LeFH deals 160, giving the ML-20 a small edge in killing the other because it only needs two direct hits to kill the weapon (400 health) while the LeFH needs three.
It's the ML-20 that ultimately holds the advantage, although not by much.
I stand corrected: I remember reading at some point that the LeFH did less damage but was more accurate, but if thats not the case, then so be it. Maybe I just have PTSD from dealing with its counterbarrage still. You're right, I am fairly biased: I just don't pay that much attention to howitzers in general because I don't like playing with or against them. they're a case and point example of a doctrinal tool that can only be countered by another doctrinal tool which I don't think is good design, and it doesnt need any extra encouraging. |
last time i checked both the ml-20 and the b-4 had the same range as the lefh, so they should be perfectly capable of shelling back from a safe distance. after the removal of counter barrage this should now also be a more even fight than ever.
Difference being that max range the LeFH has a chance in hell of actually hitting anything intentionally. and when one person builds howitzers in their base to pressure the VPs, the other person has to more aggressively* place them (read: more vulnerably) to get them within range. So in a howitzer dual, the LeFH still has a distinct advantage, even without its busted counter barrage ability |
OP is asking for variety, not buffs/nerfs.
I was responding to the first 2/3 of OP's post. Ill respond to the rest: LeFHs don't need variety. They already have different vet bonuses with the OKW getting vet 5 LefHs which fits the factions' intended designs. |
you do realize that the LeFH is oppressive enough in team games, that it is a necessity to go a doctrine with offmaps to delete it right? Otherwise against a semi competent player, there isnt any counter play. It has high accuracy and range, which means if you have it just outside your base, no howitzer the allies can field can safely shell it, and its comically easy to defend because base dives in general are usually suicidal.
If you want to use LeFHs without being punished for them, keep a mental note of which of your opponents have or dont have doctrines with offmaps that one shot it. when you know they dont have counters, spam them to your hearts content. |
Against panthers and up, you gotta use its sabot round ability to reliably pen. When you pop that, it becomes genuinely scary, and easily the best of the AT guns. but if you're hurting for muni, Jacksons all the way. Or both, both also works. |
Its Vet 1 is the worst of any MG.
Hold your tongue before you lose it. The nonexistent Suppression is pretty depressing but the vet one makes the Vickers fantastic/ actually usable. You countersnipe snipers because high damage and higher range = dead sniper , out range machineguns in mg vs mgs, and erase ultralight vehicles within a massive arc. if you want a worse machine gun, I'd say the 50 cal which has all of the deathlooping excitement of the Maxim, with a smaller squad and now the worse utility and function of any of the machine guns in the game |
Is there any way to make mortars actually follow retreat orders, because I've noticed that they tend to freeze for multiple seconds, fire an extra round or two for the hell of it, take a smoke break, and is that a bundle/shock grenade? aaaand its gone. I have genuinely counted 30 second delays in pressing T, and them actually moving. I'd like to say Im getting better at managing the delay between when they actually register they need to leave, but its frustratingly inconsistent, and I see it regardless of what faction I play or mortar I use from the sawed off USF mortar to the laser guided g34s |