2 of everything always works well, multiplicative effect will make even weaksauce unit look good(doesn't mean the unit isn't weak tho), that's why blobs exist and that really isn't an argument.
If you compare 2 units to a blob and say it's the same you really have problems with your brain, you know?
I understand that you wanted to say that I can say that any shitty unit is good in numbers, but it's a mortar in a Soviet faction, it's like a Maxim, it's used in offense, so multiple, the best number is 2, pieces are required for a better push on the same side or holding several of them, that's what I tried to say, so don't compare it to a blob or anything, makes you look dumb. |
What about Soviet mortar? It has good range, nice flare, but very bad performance vs pretty much anything!
It's really easy to get 2 of them as the Soviets, and 2 of them do work really good because of range, and damage they put out together, also, again, flares.
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What about placing Guards Rifles from Lend Lease instead of Shocks in some doctrines for more difference in doctrines and a bit different gameplay?
Guard Rifles are actually pretty cool and useful when I played with them, they have 4 SVT-40 rifles, which makes them pretty good at medium range and at close, also considering they have 2 PPShs and vet up pretty fast if you let them survive, and they're like...Shocks, really, just look and play a bit differently.
To make them different from them a bit more so people don't just think they are Reskined shocks, they could be upgraded with 2 PTRS rifles (Guards type) instead of these PPShs, that cost 70-80 munitions, or give them PPShs for the rest of the squad, with AT Snares or Satchels, for the same price.
And both be available after like T3, I guess?
I also don't think that a Lend Lease variant has to differ since we, Russians, didn't really use any of that West stuff for long because of climatic and technological differences (In the USSR quality means it's easy to repair, and that West stuff wasn't, it was meant to work forever).
Just an idea. |
Stug doesn't go vet 2 fast enough. Too low defense to tank damages especially from at gun.
It rotates around like crap.
It's pen still too low and poor moving accuracy means its not a hunter.
Its decent if you come up against brit or Soviet saving for is2.
Once td comes out, stug is stuck...unless its vetted with the rof bonus. Do you want to chase td or you don't, knowing you cant outtank them...
I still go panther
It does, if you are able to support it well with other units at your disposal, which is basically what Wehr is all about, combined forces, especially considering low cost of the thing, you get 2 pretty easy and fast, thus they do nice amount of damage and vet up fast enough, just don't let it die.
Well, true.
If it gets enough vision, it's all good, and 2 can do shit good enough.
It's decent if you use it properly and don't try to rush them all alone.
Well, yes, it is outclassed, but if it has 3 vets both or at least 1 of them, then it's all good.
Don't chase, wait for them or bait by Ostwind. |
I know why people don't build Stugs over the Panthers, because of armour, range, damage, penetration, etc.
But 2 of them actually cost the same and can be used together with a buffed since the last patch Ostwind to have good AT and AI abilities, with AA, and the Stugs will get to Vet2-3 very quickly and would be extremely powerful, and as the time goes, you can easily place other tanks or recover previous ones if they were destroyed, or wait for other tanks like Tiger 1.
I just think that it's a good strategy, why doesn't anyone go for it? |
I think the Stuart could use a fuel decrease to 55-60. I only ever get a Stuart vs a OKW player with a luchs. Otherwise it's not worth getting vs inf.
That's what I said in my post, cost decrease.
Well, actually it is useful against Wehr as they have lighter vehicles and their tanks have less armour, so if it vets up it can have a chance, also it's abilities, again, are useful, just I mentioned in the post that just relying on them in AT role of the tank is bad.
Yeet
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That's still a REALLY bad idea. Teamgame or not.
Map presence and fighting > the small dmg lost of not having healing early on. You are gonna lose more HP later on by trying to recover terrain or by fighting outnumbered.
I ain't got no problems dealing with this shit when I have my Ambulance early on, some players even take it with their units to the front if they can make it survive, so that it's a forward HQ or shit like that, so see no problem here, and usually I can make my enemy either lose or at least just retreat to the base while charging and getting my Ambulance, also I get my another Rifles right away and press on and on and on. |
Depending, on teamgame, ambulance can be second unit if you wish but on 1vs1 try to get it after teching.
Well, YES, OF COURSE if I want my units to die instantly, because all I get against is OKW with Volks or Pfuss blobs that can sometimes wipe even full health squads, mhm, taking into consideration, of course.
Especially useful when I am getting stomped right away, yes. |
You really build an ambulance as 3rd unit? I'm lost with this topic.
Well if you're vs OKW then it's a good thing as, yes, you will get the Sappers down easily as they have low HP, but you're still going to get a lot of damage, so you would need a fast heal right away.
Vs Wehr it's usually 3rd only if I encounter an MG spam or the enemy is pressing real hard right away.
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Hm I find using both officers is very very effective. Maybe even too effective, as it greatly increases your field pressence and pressure you can put on the field.
With a Captain, I can shred enemies to pieces (if I don't encounter too many wipes on my side) while with a Luit I usually lose no matter what, the tactic is basically the same (not involving the Officer Tiers), so it's the fault of the units. |