On the forums, many seem to have a "Riflemen are bad and cost inefficient" attitude that I do not share. Maybe it is due to my probably relatively low player rank and the different meta that is played there compared to high rank matchups, but still I don't get why they are shittalked like that, since also in high skill play, many fights are just stand offs of squads shooting each other, which is purely rng.
Compared to Volks, Riflemen are about 10 % more expensive, but at least judging from my game play experience I'd say that they also perform at least 10 % better. In my eyes they trade reasonable well at least until Volks are upgraded. And even after that they don't get completely wreched by them. Against grenadiers, they usually win even if they lose a model while closing in.
They're 5 men, so reasonably beefy and resilient to rng wipes, have high mobility and decent stock firepower.
There are some drawbacks, such as the need to sidetech for grenades and weapon upgrades, as well as the vet1 requirement for snares that sometimes comes in too late to deter light vehicles, but in most of the games their firepower is good enough to get a tank first before side-teching. Then you can put 1-2 BARs on them which gives them good firepower, or you have the slightly off-meta possibility to give them bazookas and use them as an AT squad with five men to endure some tank shots and the potential to snare afterwards.
On a faction scale, USF has always been on the strong infantry side, which is partially caused by the "free" officer squad for teching, but also Riflemen do play a strong role in there as Riflemen have been the only infantry option for USF for very long.
So, why all the hate for Riflemen?
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I would like to swap the timed demo charge for a normal one (like Soviets) or the Penal satchel.
Right now the ability is next to useless, which might be partially due to mediocre design of the squad itself.
A demo or satchel would give some more opportunities to use it, especially the satchel for Thompson Paras in CQC. |
I'm probably late with suggestions, but had it been considered to nerf the arch when in canister shot mode?
As far as I could see it, the problem was people spamming 2-3 of these and annihilating charging infantry. A smaller arch makes it easier to just run through it quickly and dodge the damage, while it would reward good micro and a good setup for defensive positions
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Obers.
They have 25% extra accuracy against retreating units.
Ah, I didn't know that. Why was that implemented? |
And fun fact:
There is one stock infantry that rips and shreds easily retreating units, because it got bonus accuracy against them - that infantry doesn't belong to allies.
Wait what? Which one? |
One question:
Are Panzerfüsiliere worth it vs Brits?
I just played 2 matches against Brits in 2v2 game mode with the Jagdtiger-Commander.
Füsiliere and IS both cost 280 MP to build, only Füsiliere are a bit cheaper to reinforce. But they get >totally< wrecked against IS, even (how I felt) on super close range. No chance at all to win a fight, and Sturmpios often don't bring too much to the table once 3-4 sections are out.
Until I can finally upgrade them (around 7-10 minutes) I have to rely on my teammate to beat his opponent, because I won't have much map control. And by this time the IS are often upgraded as well, so getting to closer ranges is often not the best option anymore. If my teammate can not compensate me, than basically the whole game is screwed. |
A very small contribution could be that Allied squads have higher unit count and therefore higher maximum damage potential, even if the average DPS is the same.
A Penal model with 40 HP retreating past a gren squad will never get wiped in one salvo, since the grens can only do 4*8 = 32 damage in one salvo if every shot hits.
A Gren model running past a rilfeman squad could get wiped, since rilfeman can do 5*8 = 40 damage max, if they are super lucky to hit every shot. |
I think performance-wise the Raketenwerfer is a good unit.
It pens EVERY Allied stock unit with 100% chance with the exception of the Churchill and Comet, it can cloak to avoid random damage that any other AT gun would get from getting spotted by an enemy infantry squad. And also it can't be focused down by infantry in an enemy offensive to open the way for Allied tanks, since the infantry usually does not spot it. So the Allies must roll in with their tanks and eat a shot.
The role of the Raketenwerfer is to cover OKW early game versus lights up to mediums and take cloaked shots at Allied TDs in a phase where no medium is out yet and Sturmpios often don't cut it. It's cheap and it does it's job very well.
The only problem as I already said in another thread is the RNG wipe it gets by eating a tank shot that often kills two models. The third guy is then shot by infantry and the last one runs off the field. A fifth man will do. Leave RA where it is. Lower RA just leads to more RNG and frustration on both sides, since sometimes your unit makes it out alive since a salvo of shots randomly won't connect and sometimes they will nevertheless and your AT gun is gone again. Also it does not solve the problem of random tank shots wiping half the crew. |
thanks very much to both of you!
Ehat a shame that penetration chances that low are not calculated, my bew AT strategy got wrecked before it began. |
Just few my thoughts about small changes to game.
1. For all turretless TD make cone of fire like at guns have.
2. For turretless TD make toggle option "don't chase", it's very frustrating when it start to chase and then die due to disgusting pathing. Command to attack when option is toggled, just force TD to move until position where enemy tank was not be in cone of fire. If enemy tank gone, TD not go anywhere, until don't get new command.
3. For all AA vehicle make planes 1-st value aim, then infantry, in the end vehicle. Very frustrating when M5 trying to kill p4 instead of enemy stukas. Or make toggle ability like for OKW shwerer have.
4. Replace stupid 1-st vet katy, werfer and stuka ability to the smoke barrage ability. I saw only few times when their original ability were used. It will be very usefull in lategame and make rocket artillery more usefull.
5. For mines show cirle of blast like democharge have. Sometimes one mine blast trigger near mine too. It will help to prevent such issues.
If someone have new suggestions will be interesting to hear them.
1. Technically they do, although you don't see it. All casemattes have a very restrained capability to adjust the barrel left and right.
2. +1 Although I never use handbrake, this would be very useful.
3. +1
4. Rocket arty shines in lategame. Due to extreme cooldowns basically nobody would use something else than the "deal huge damage" barrage. I think the Stuka zu Fuß has a great area-denial ability that is just not priced correctly. Adding utility would be great in my opinion.
5. Demo charges have a blast radius indicator? I must have missed it. Or do you mean the white circle around the demo charge model? As far as I know, that was added to allow Axis players to spot the charge and therefore prevent squad wipes. |