If we lock smoke behind Vet1, how are Puma and the AEC ever going to be able to get enough vet to use the smoke?
Hurting vehicles?
Both are now on a similar level with respect to infantry-hurting. Thus, they would never, ever, gain vet, until the enemy fields a vehicle.
With a purpose to only counter vehicles, then that does seem fitting. AT guns don't get vet until they start hitting vehicles either.
The situation you describe only applies to live-version AEC. In the mod-version, the AEC is not able to swoop-in, score a few kills and swoop-out. Thus, there is no need for Pak guns to be so tremendously lethal against either vehicle.
Technically it's able to swoop-in and swoop-out though, just not score those few kills though, right?
Seems well suited for spotting for some offmap artillery still, at the very least. |
if relic's five year plan is indeed five years, its not over this coming june. also had relic's modders ever have this much power and influence? i might be wrong but i dont think so. also relic wants this to br the ultimate ww2 rts. these three are the reason why i dont think i am being just blindly optimistic.
Well...
Actually, instead, no, you're right. I'm very Excited about the upcoming patch that will be here Soon! |
Isn't the Greyhound complete shit though? Aside from the crutch it's squad-wipe gimmick ability.
My bad, it was a halfthought there.
The m8 greyhound from coh1 is where I was going with that.
I always forget there's the commander that has a greyhound as a joke. |
The term medium or heavy is in reference to the Vehicles they are designed to counter and not the properties of the unit itself.
A "medium tank destroyer" is designed to perform better at countering "medium tank" regardless of the "weight" of the unit itself.
In the same manner a "heavy tank destroyer" is designed to perform better at countering heavy/super heavy tanks.
Alright, I get you. Although I still think the functionality of a StuG separates it considerably from the Puma regardless of what they might kill.
So much so that I wouldn't lump them together except in very cursory categories. |
I think it's more important to differentiate turreted tanks from assault guns than whether or not they are considered 'medium' or 'heavy'.
I wouldn't call an AEC and an M10 the same kind of unit, nor would I compare them to a StuG.
These are all very different units in function and feasible counterplay.
The AEC has been an awkward unit that should've been like the Greyhound, but it's become an Allied Puma because of how the meta has stagnated around light vehicles for so long. Same with the 222 over the course of this game's run. |
Tommies' accuracy is virtually the same at all ranges. It's something like 40% accuracy out of cover, 70% accuracy in cover.
All that matters for Tommies to win is that they are in cover and the opposing squad is NOT in their unit's optimal position.
Then they get bolster squad which is perfect for lategame to survive squad wipes. |
If you are unable to communicate with your partner for whatever reason, my best advice is to attempt to duplicate strategies as little as possible. Pay attention to what they are doing.
If you both follow the same strategy, your opponents will only have to counter one strategy.
Utilize faction specific units as much as possible. For instance, if you are Ostheer and your partner is OKW, building snipers is almost always a good decision. |
Strictly speaking, a player may feasibly get neither upgrades until they need one or the other. I get what you're saying though. I just wonder if vehicle heavy builds could be be made more feasible with a repair upgrade rush. Double kubel starts, early reps for a flakHT or rushed luchs, that sorta thing. |
Alternately why must okw t1 and t2 always be a medic and repair truck respectively?
I wonder what the feasibility would be for having the okw hq, medic, and mech truck each individually able to upgrade for one or the other. As in a player could have a base hq with medics and their t1 and t2 set up with repair pios. I think the only blaring issue would be the graphics on the t1 truck when set up.
Just a thought. |
I think a warning to those chosen to develop this preview mod is very warranted, especially given the contentious attitude on all sides about the state of this game.
I think it's rather constructive to wish them luck, salute their efforts, and suggest they be careful with their changes. There very well may not be much chance to correct changes, so it is extremely important caution is taken. It could be argued many of the changes are less than cautious too, which is certainly debateable. Nonetheless there is indeed precedence for this.
But most of all members of the team (initially) have been rather dismissive of feedback that is not positive. When my initial qualms about the mod after a few test games were expressed I was met with a dismissive attitude that assumed I was ignorant and hadn't played the mod at all; that if I'd only play it I'd see the light. I wasn't the only one either.
For that reason I don't see why any of this should seem inappropriate or uncalled for.
I'd love to be involved and support this more but quite frankly the issues I'd want to contribute to are either out of scope or totally within the scope but conflicts with the changes currently being opted for.
All I can do is continue to be sidelined and hope for the best. I've always fought for active testing and feedback to look beyond stats and really experience how the whole game is affected by relatively small changes.
Take it for what you will. |