I just think it's unfair that the turreted ARVE can deal massive damage tanks and the turret-less ST can't.
No, it's not. As if ST hasn't any advantages over AVRE like more range, ability to self spot at later vets and 200 more health, it also deals more damage, but the AOE is worse. |
Played a game with Raid Sections, I'd say they aren't bad, but the 120 muni investment is brutal. Probably won't touch them again, because I can't play UKF after the comet nerf
What's the point of Ass Guards? VSL Grens? Or Ass Grenadiers? Most of the reworked or new options for infantry are outright underwhelming and useless
Assguards and Assgrens are not useless and underwhelming lol. And VSL used to be outright OP in 1v1 for a long time, although now they are meh. |
I think we me made a mistake of touching the thread that could've gone into oblivion. OP did not specify what is behind those 400 munies and why it is required, how OST muni expenses compare to other factions etc.
Basically OP: "I think this is unfair so you all figure out why it is unfair and what to do with it". |
It is much, much better for Soviets.
not really. Oorahs, molotovs, nades for shocks and guards, upgrade for guards, zis barrage, 7men upgrade, mines. Flamer for engies is also very instrumental in con builds |
I don't know why people want it to be a panther, personally I would like E8 to be more like a comet, but of course not a clone. Maybe a cheaper with inferior armor and penetration, but with similar AOE. |
Pretty sure there's a long list of those we can address. Id rather lose a tank to that then any of the loiters, and this is a LOT more rare
pretty much this is why I don't a problem here. |
Do satchel shells from USF mortar HT stick as well? |
you need to babysit this think by mainly 60% of yur input to be effective. B4 is like..look i build something and click every 1minute one button and will be fine.
So you want it to wipe squads without any input? It is 40 range, most units have a sight range of 35.
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It is not by far. This thing can go in front, while getting hit by a TD and an AT gun simultaneously and unload with a successful retreat, as if it needs it, since it fires from a range of 40 (AVRE is 35). It also gets 45 sight range with vet and same range on its cannon.
In hectic situations it get a lot of wipes. Also it is in one of the best (if not the best right now considering ST adjust) OKW commanders.
Playing against it is mentally exhausting. That is like early game sniper, but it snipes whole squads. |
Pathfinders - cheaper, come out slightly earlier, has 2 snipe carbines, but has substantially worse snipe HP requirement (32hp vs 60hp). Can be equipped with BARs. The only OP bs that they had (instant arty) was nerfed few patches ago.
JLI - have better snipe, substantially more durable in infantry firefights (RA comparable to Panzer Grenadier's), especially with vet, have more reliable snipe, have first strike ability (or whatever the ability called, when axis unit gets accuracy bonus coming out from camo), need initial muni investment to operate, has sprint and boobytraps.
If I had to choose between those 2 I would have chosen JLIs, because it is a better combat unit overall, despite it is a more expensive unit out of those 2.
USF Pathfinders are balanced, especially if JLIs are.
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