It's actually 42 range. They ain't broken though. Giving them 42 range at vet1 would nerf them a bit in 3v3 and 4v4 I guess. Don't know how that would impact 1v1 and 2v2. Maybe that would be too big of a nerf. Who knows.
what would be the argument? Why do they even need it? The Brits does not have any unit at the start of the game with a sight range more 35. |
Wait until you find out about the sight range of Kubels, M3s, Pathfinders and snipers who all have essentially the same timing
You started the tantrum ahead of time. Read carefully again what I wrote. |
Pios have sight range 40. This means that they can know in advance where the vickers or maxim is located. And suppress your machine gun. For a long time I did not understand how the mg42 was shooting at me from the fog of war. Everything turned out to be simple - this is the sight range of the pioneers. How easily I take fuel or another important point in the early-early game, this is guaranteed.
This is not a problem in general, it is only debut problem and the solution to the problem is very simple. Move the sight range 40 to the 1 vet. The base sight range should be 35, like other units: combat eng, royal eng, and RE. It made more sense to give such to the rear echelon in order to coordinate the mortar. I remember Sturmäger talking about the pioneers a long time ago, but then no one else paid any attention to it. |
I know you've been screaming this for the past 5 years and have pretty much no credibility but I actually agree with you this patch (and the first major Luchs patch which made the Luchs' shock timing impossible for USF to deal with).
Most of the OP bullshit making USF strong in the past has been reined in, while USF late game is still miserable vs Panther + P4J + Obers + skillplanes or cancer-inducing Ost team weapon walls (have to almost always pick recon support or urban assault vs Ost) while the usual game-losing issues (pizza base, ambulance, AT gun/mg split) have persisted because Lelic didn't allow those issues to be rectified.
But in coh3 now it seems that the USF is no worse than ostheer. |
You guys don't understand. He doesn't (Sturmpanther) feel comfortable spamming his grenadiers, Scott makes life too hard in his favorite 4v4 mode, so he votes for the nerf. lmao, this is so predictable.
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Explain to me how zis 6 works. Which is more profitable to buy, cash for 250 or zis 6 for 200 man power? |
Rifle grenades are also bugged half the time and then have no warning or animation, adding insult to injury, and are basically guaranteed wipes vs yellow cover squads.
If at least this thing is replaced or a timer added, I will be glad. Even some experienced players do not notice this and lose units, I have seen many times in tightrope videos. |
Obviously a Maxim is the worst machine gun in all respects, even when compared with the allies. 50.cal suppresses better, has slightly better arc, and has a faster deployment speed. it can also fight vs light vehicles. And Maxim is just shit !! |
MG is not available until the first building is built.
Flaktrack gun is clunky.
Obers come way too late against elite infantry/vetted mainline.
Volks bleed too heavy late game.
They need some work.
You don't need to build two QH to have MG and AT. That what i mean. Its really awesome design. |
So many nice ideas. But we are unlikely to see them. |