USF has always been the worst option for a 2x2 game. And in the last tournament also - 2vs2 Masters Cup. And then too the lawyers of the axis faction said "all the trouble in the map". It's just that the development team, the Germans (Sturmpanter), do not want to fix the problem.
USF is not popular in 2x2. The whole fraction in the game has the problem. But we (Sander and Sturmpanther) will solve the “problem” of T4 osther. This is more important.
In no case do not think that I hate the Germans. On the contrary, I consider them the smart and strong nation. Have made the scientific and technological revolution. The Wehrmacht (not the SS) fought against the Soviet horde (3 million against 9 million). They were strong and brave soldiers. But, dear Germans, I am not saying that the axis in this game is OP. But you definitely pay little attention to the USF.
M20 has ceased to be popular, Sherman E8 is not popular. Calliope was also rubbish, but only recently have you fixed it. But you were very preoccupied with ostwind, stug and T4 oster. |
PIAT commandos are fine. They cost a pretty penny of population, manpower and you basically kill their potent CQC AI capabilities. For what? Killing light vehicles? They can't kill any heavy vehicles with PIATs, they can scratch the paint of some mediums and maybe force a retreat of other mediums (like STUG). And most of the time you'll have to immediately retreat after going out of camo. Also, you can easily keep the 222 alive to scout.
Complaining about doctrinal units that have to spend 100 muni to kill light vehicles with sneak tactics (which requires micro) is pathetic, to say the least.
absolutely right |
Hi! I have three questions.
1. How do you move the camera? Using the mouse or using the keys? I'm used to the arrows on the keyboard, and it makes it difficult for me to use the R and F buttons.
2. How many people who put custom hotkeys? Is it necessary for a good game?
3. Does it make sense to use a tactical map in 3x3 and 4x4 modes? |
rifles are good without upgrades.
Grens are good without upgrades. |
oshteer is a very munitions hungry faction early game.
all your munition goes elsewhere like on
fausts
tellers
med bunker
if you could get the lmg out easier then grens are fine.
let me not get started on that shitty med kit they have. please give them aura healing
Lol. The USF is also a hungry faction. But the fact is that the grenadiers will get their mg faster than the riflemans get the bar. You need to buy grenades, then weapon racks, and ambulance. And all this costs man power and fuel. And you slow down the calling of the light vehicles. |
Well that is the biggest issue. Ostheer's power level in teamgames is excellent and Grens are fine when it's easy to back them up with 1-2 HMG 42s and Pioneers on a smaller piece of map where fights are more concentrated, or when you have a 251 or an OKW Battlegroup on the front lines for forward reinforcing. Ostheer teamgames performance is the reason why they haven't been getting any straight up buffs because it'd risk breaking the faction in those modes.
Any change has to be checked against all modes and that's where straight up Gren (or Ostheer) buffs run into a wall.
If there are going to be any changes they'd have to be smart changes that don't straight up increase the power level but rather influence things like momentum, so that they wouldn't influence the other modes as much. So for example I would think about something like adding a 150mp/15fu medics upgrade to the HQ (but keeping the medic bunker so players can choose what to invest) so that Ostheer no longer needs munitions for medics, so Grens can get their LMG 42s faster, as the upgrade really helps their early-mid game but isn't overly available right now because Ostheer needs to spend a lot of munitions on healing and tellers.
Sander, are you really saying that? Indeed Grenadiers is fine. After all, they have mg42 in t0. This is the asymmetric balance right.
Tell me what changes in your opinion should be made for all 5 fractions. |
5 popcap is fine. Dont need buffs. |
Not to mention, you'd have around 40 pop locked up in two very big, very slow tanks with sub-50 range... against factions with quick, 60 range TDs.
The KT+ST combo is definitely not viable in a balanced competitive game.
Axis side have the best TD in the game. Elephant and the Jaggtiger. Use it. |
I think not. The fuel cost combined of both is 500 or so. I think its pretty fair to have both "if you payed for it"
Then let's do it - IS2 + KV2. its pretty fair to have both "if you payed for it. Sorry man, I'm just kidding  Just your wording sounds really fun. Well, it's probably better for developers to know. (exception Sander  ) |
Sturmtiger is clearly the superior.
Sturmtiger - AVRE
Range: 40 - 35
Damage: 580 - 440
Vet0 HP: 1280 - 1080
Max vet HP: 1440 - 1080
Armor: 220/110 - 290/180
Max vet Armor: 242/121 - 290/180
So clearly sturmtiger is better since it can almost 1 shot an allied tank. Also it has auto nade ability and as for the reload with vet the sturmtiger reloads on the move too. Given the option of 221 in the commander, it needs to be nerfed since now you can spawn a sturm and KT easily all you have to do is make 2*221.
Still need to consider AOE radius and reload speed. I also like ARVI more, but I don’t understand why it comes at 9 CP. |