The Officer Charge was changed to behave like the USF Captain's On Me!. It's no longer the aura buff.
That's right but as far as I tested, you can use it on non-supressed squads unlike Captain's ability which requires a specific condition to buff an unit. On top of that, buffs it gives are powerful. As it is now, there isn't any reason for UKF player to not spam this ability as soon as its cooldown ends.
Also, I noticed that the sprint only applies for first few seconds, is this intended or a bug? |
Just to be clear, this is what they cost to reinforce on live, along with regular Paratroopers.
Thanks for correcting me, I thought since they're elite squads, they cost more to reinforce like Shocks/Guards. |
USF Pershing will now cost: 55+55+120-20 = 210 fuel. Again way more than Soviets need for Pershing. And that isn't even including ambulance.
The calculation for Pershing is wrong. You only need all buildings, not all techs. So, it's 35+35+120=190 Fuel. Although, since Ambulance is a necessity, you can say that it's 200F. |
I've done some tests and here's my feedback.
Let's start with UKF:
-Smoke barrage addition to Pyrotechnics IS is definitely great but I think cost should be increased since it doesn't require IS throwing a flare and arrives fast. Something like 40 munitions is a good price for an ability that has so much range and doesn't work like flares/grenades but works as a call-in. If we consider the newly added Medic upgrade to the T0, everyone might start to go for Pyrotechnics IS and it might be too OP.
-While we're talking about T0 medics, I think something like Soviet HQ medics would work better than the current implementation. Everyone will just keep their medics on their base anyways, there's no point in making them mobile.
-Airlanding Officer is too OP. Back then when he was in an overpriced doctrinal ability that nobody uses, his abilities were okay but now that it's added without the glider and as a stock unit, no less, free Officer Charge and 30 munitions for the best Recon Sweep are too much on top a Gammon Bomb. Gammon Bomb should stay since it's an assault squad but Recon Sweep definitely needs a price increase and Officer Charge shouldn't be free.
-HQ Glider is just fine. It works as a Commando Glider now but with Medics and FRP for 100MP (Both of them nullified the instant Glider is destroyed). It's still a big target, its HP depends heavily on the location it lands on and it can be killed with small-arms fire. There's no need to buff/nerf it further.
Now, let's get to the worst part of the patch: Fragmentation vs Cluster bombs.
-Fragmentation Bombs now arrives way faster than it was before, it's practically impossible to completely dodge them on the edge of the map even if you start dodging the moment you see the red flares. I don't think that's fair at all. Fragmentation Bombs, unlike Cluster Bombs hit the enemy instantly the moment they're dropped from the plane and it's guareented to wipe anything with a flesh on the line. Buffing the speed of the plane to 275 is way too much. I think something like 225 should suffice.
-Cluster Bombs are now completely easy-to-dodge. I'm sad that Recon Support is nerfed twice and given nothing in return but at least Cluster Bombs are balanced for their price now, I guess.
Some bugs I want to report btw:
-For some reason, Paratrooper Support Squad has 28 reinforce cost in the Winter patch. False alarm. It was 28MP all along. Thanks to RepoRogue for correcting me.
-Falls can't capture points any longer. I can understand an elite squad such as Falls shouldn't have snares but taking away their ability to capture points? Isn't that too much? Lol False alarm, I just tried spawning them through the ability rather than the control panel and there is no problem.
-Tiger, just like King Tiger, no longer appears on the commander abilities when the commander is selected and only appears when all HQs are deployed. Now, this isn't a big problem but I think people will be shocked (I did, lol) when they see this after patch is implemented. So, letting it appear on abilities but locking it with a "All HQs need to be deployed." notice ,just like you did with other factions, is the best option. Although, this isn't a priority. |
In 2v2 Captain is meta and picked around 75% over LT currently. At the same time Mech or Battlegroup HQ is around 50/50. So these points are really not that relevant for 2v2. Also in 1v1 Mech HQ is still meta so that would be an argument against Leig.
Fair enough, I don't know much about 2v2 meta.
Recently though, I see more Battlegroup HQ techs than Mechanized HQ techs in 1v1s. It's true that Mechanized is still a preferable tier in comparison to Battlegroup but I thought that would be 50/50 in 1v1, too. Do we have any up-to-date automatch stats for 1v1 meta to confirm whether Mechanized is still meta? |
But that doesn't explain why the Pak Howitzer is so much better than the Leig or UKF's indirect options. Both UKF and OKW struggle vs team weapon spam on maps without flanking opportunities like Rails, Crossing, Minsk or Kharkov. Yet they don't get anything close to the Pak Howi. OKW can go non-doctrinal Stuka but spending 100 fuel to deal with MGs isn't a great option because of how much it delays tanks. UKF has to rely on the terrible mortar pit or go for a doctrinal solution. But Sexton after barrage cool down nerf and Landmattress are mediocre too.
I'm talking with 1v1 perspective:
UKF doesn't need to go out of their way to build mortar pit, it comes with regular teching and OKW Leig's performance is pretty good compared to mortars. USF needs to go for an unfavourable teching route (i.e. You don't have access to Stuart) and pay more to get the pack howitzer or choose a specific doctrine. And despite that, it still has effectively 3 crew members, no retreat function unlike mortars thus easily decrewable. Seriously, I don't think it's fair to compare it to other mortars, the only light artillery it's comparable against is Leig which costs less and comes with a tier that has medics in it. |
As someone previously posted, it takes 6 penetrating hits to kill a jackson, not 4. 4 would've been from the old jackson HP value of 480. The jackson now has 640 HP.
He might've been talking with the Vet3 bonus of Puma in mind. In which case, Puma has 160 damage and can kill Jackson with 4 shots. Considering the difference between Jackson and Puma timings, it's realistic to assume Puma will be Vet3 before Jackson comes. |
Thread: Bayeux17 Jan 2020, 21:55 PM
Here
My problem with the map is the top side rather than the bottom:
1-Currently the fields (the ones I circled with black) on the top serves no other purpose other than adding extra walking time for top side's units. The one on the right side doesn't even have a resource point and even though the one on the left has one, it's as uncontested as much as far left and far right resource points. Eliminating these useless parts of the map or somewhat making them valuable should be the first thing to do IMO.
2-The second problem is how easy for the bottom side to flank defences of top side in the middle VP. Now, this wouldn't have been a problem if it was as equally as easy to flank bottom side's defences as well. But this isn't the case. Open field and lack of cover (for the attacking side) on the part I circled with red makes that part really easy-to-defend but very difficult to attack. So, either making the top side as easy-to-defend as the bottom side or making the bottom side difficult to defend by shortening the distance between sight blockers (of the attacking side) and green cover (of the defending side) would be a good solution.
The last one isn't a problem but a question, what's the point of that sight blocker in the green circle? Maybe it's a measure against MG nests on the cut-off house? If that's the reason, I think it doesn't help at all. If anything, it makes pathing a nightmare when I want to retreat with my tanks from middle VP. |
How do you counter a Pack Howie or ISG using barrages? It's the same concept.
Not exactly the same. Neither ISG nor Pack Howie can retreat. They're easier to kill when pushing/flanking the enemy because of that.
Then again, 120mm has the death loop unlike 82mm, so yeah, it's easier to kill than all other mortars. |
You think it's because rangers are bad? when they can 1v1 obersoldaten with thompsons? Or because USF is forced into multiple rifles, gets forced to use free officers and then doesn't want a 6th and 7th infantry squad?
Not trying to be rude, but there's more factors in play than just "rangers not strong enough therefore not picked"
That's right, USF doesn't need extra infantry squads unless their Rifles/Officers are wiped. But that doesn't mean that we should completely ignore the WCS 2019 stats. For example, Recon Support in WCS 2019 was selected 5 times and out of these 5, Airborne squads were used 4 times. Now, I know that there's a big difference between paras and Rangers but don't you think that there's some issue when an elite squad in a doctrine is used %9 of the time whereas, in the same tournament, for the same faction, another elite squad is used %80 of the time?
There's no point in comparing squads in a 1v1 basis. Obersoldaten squads can stay behind heavy cover, fire from long range and don't need to risk themselves unlike Ranger squads who needs to close in and deal with MGs and Tanks that are waiting for them. In a real match where Rangers and Obersoldaten needs to fight each other, Rangers are already at a disadvantage because they don't know what expects them in FoW. Obersoldaten has no such problem. Therefore it's not a fair comparison.
That is a 1v1 tournament with a very small sample size. Which ladder are you talking, are you speaking for all 4 modes?
3 zook rangers are incredibly strong. That's the most damage any AT squad in the game can inflict with their weapons in 1 "burst" and they are one of the more durable squads in the game
____
I dont see them as this "upgunned rifle squad" ppl are talking about, they are strong in their own way. I usually get them just for the zooks, maybe a 2nd squad for thompsons depending on the map
I dont really see them as lacking a unique ability. 3rd weapon slot on a faction with weapon racks is good enough for me. Especially with the elite zook feature tossed in on top
I was talking about 1v1.
Yes, I think they're strong too. As they are supposed to be, there's no reason for a 350MP, 3CP, 150 munitions investment that requires weapon tech to not be strong. 3 zook rangers aren't my problem, they're fine IMO. My problem is with Thompson rangers, who needs to close in to deal damage and have many problems because of that ever since they lost their damage reduction. Even you said that you get them for zooks and only sometimes for thompsons. They're simply not good enough AI squad, even with a huge investment like 3x BARs. That's why I wish they have something like smoke grenade or sprint to help them to close in distances and become a powerful AI unit when upgraded as such. Sprint/Smoke nade can be locked behind the Thompson upgrade, too. |