SU76 mobility buff is an interesting change, which comes into effect this game . |
PTRS changes are immediately noticeable vs ostheer t2 vehicle as well as t3 vehicles. |
I feel like a recon mode ala T70, that doesn't stack with scopes and with adjusted values, would be thematically fitting. Would also synergize with the paks that you normally get to overcome the fuel deficit. |
1. Build AT gun
2. Manually decrew AT gun; you have an abandoned gun and a crew
3. Recrew AT gun with some other squad; you have a gun, a crew, and a remainder of the squad
4. Reinforce all
5. ??
6. Infinite squads |
Seen this in the wild a few times. Here it is on camera:
https://clips.twitch.tv/RichSpeedyArugulaArsonNoSexy |
Pretty cool game showing (mostly) stock EFA units fighting on the Summer Balance Patch. |
Actually, the most significant reason why the soviet mortar isnt used, I feel, is because the zis barrage is for the most part more useful and directly forces retreats / wipes (on top of the zis being invaluable to deal with vehicles anyway)
The USF mortar has a similar relationship with LVs, which do the same job of dealing with MG play. Pack howi is obviously the later, superior option.
Either way, this obsession with balancing by fractions seems absolutely absurd. Units don't compete with each other directly - overall faction balance and creating a good sandbox of options is actually pertinent to gameplay. It's entirely possible for a unit to be strictly worse numerically for cost, but by virtue of the army it counters and the army its used by, completely relevant and useful.
In this regard, USF in 1v1 doesnt seem to need a mortar early on, since MP timing for LVs are far more important. I think there are niche applications (i've seen late purchases to take out overextended flak HQs etc), and in 2v2 where the map fills up much faster mortars seem more prevalent. Either way, USF doesnt suffer overly so in specific faction matchups and situations that a better mortar would be necessary to restore balance, neither does the USF mortar create overpowering early game compositions any more (like it did in the ostheer matchup a couple years ago). It's just a nice unit to have in the sandbox as an option, which seems to be perfectly acceptable. |
Therefore, it should probably be a CP3 call-in.
Actually I think the most elegant solution would be to lock the quad package behind company command post, leaving the current M5 where it is. That way you could grab it (very) early and pull off reinforcement / bren bus shenanigans- makes for interesting options instead of hardlocking it behind a CP count- then convert it into cheap AA / anti harassment later on.
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Brits didnt make much of a showing in KOTH with the new commanders, and I feel like this is being overlooked.
opponent wasnt the best here but with how fast it arrives is you'd have to know it was coming to defend against it regardless, and i'm not sure there's any solution besides playing very aggressive early, hope to get the cutoff, maybe plant one teller, then instant retreating the moment the quad hits.
1. 3 IS, cap strat points / fuel points on natural side- maximize resource income and prevent cutoff before the m5 arrives. I didnt spend any muni here but with ~100 or so by the time the m5 arrives - enough for one sweeper + the quad package.
2. tech up / get engineers if you havent spent MP reinforcing, which you probably wouldn't have
3. AEC tech, M5, Quad: MP is the resource to manage here, not fuel, if you got your half of the map. the fuel /mp should align almost perfectly. m5 can start construction between 3-4 minutes, stupidly early.
4. go to town with the quad, rout their whole army with suppression, then get an AEC to kill the 222 - or get a second quad to kill the 222, they trade almost evenly anyway
5. Win
suggested solution:
lock quad package behind company command post, leave regular M5 where it is now.
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if the sturm officer is out of focus fire range (ie not contributing directly with small arms) then you start the fight at 55% combat strength (one squad, with 10% buff from officer ) vs 100% (two squads, equivalent to the cost of officer + squad).
two squads + officer vs three squads:
110% vs 150%
3+1 vs 4 squads
165 vs 200
4+1 vs 5 squads
220 vs 250
it takes an absurd number of squads to equalize if the officer doesnt participate in the fighting himself
You can get around the forced retreat, however, by sticking the officer in a garrison, or just running around the sides with forced retreat on lone squads. The high muni cost of the doc doesn't support this playstyle though.
finally, the +50% acc I suspect isnt a flat 50% bonus to damage output because iirc OKW units have high acc/ low damage. So adding more accuracy when its above 50% just leads to diminishing returns (if acc is 60%, you only gain 40; if it's 70% you gain less so on so forth) |