vcoh's version was pretty epic though. it was distinct and scary as fuck, really fitting for its field performance as well, scary as fuck. |
You are pretty much stating what everyone has already agreed upon. Now the suppressing the blob part is where we dont agree.
it will suppress a good chunk of it, if you are suppressing from range, you are doing it right. clean up with infantry. i dont see why mg42 is a bad weapon.
its decent, could be slightly better but definitely worth its 240mp price tag. its not a pea shooter like some suggested. |
i think USF unit teching is really a mess. captain tier and lieutenant tier arent all that unique from each other and splits essential units like the MG and AT guns which makes it really inefficient since you will need large amounts of resources to get all of them.
there is no stopgap AT for light vehicles, there's too much to sacrifice to upgrade zooks. time taken and resources as well as anti infantry firepower. it makes zooks very inefficient to field. ontop of that if you have gone for lieutenant and desperately need a AT gun for a well microed pzII, kubel, 222, thats another 90 to dump just for an AT gun.
rifles are a solid squad, yet only as good as they are upgraded, they cost a hand and leg to be upgraded with BARs, while lmg42 comes free without upgrade cost and yet having inferior firepower as the lmg42.
USF just feels unfinished. there are too many things lacking in the army. no elite infantry, not enough thompsons around, no tank capable of holding the front or non doctrinal heavy artillery options. |
so far for any mg, if you let them shoot at the crew, you are doing it wrong.
they have immense range but shitty sight. get pios and grens to screen them and deploy them behind your own lines. they should be firing before the blob spots them and have ur supporting units focus on squads that manages to slip away.
the mg42 is a great machine gun but its a force multiplier, not a combat on its own. i've seen great use of it supporting infantry fights, i've seen people spamming them and failing so hard while constantly getting flanked.
also, it does its job firing on blob and suppressing them. better players will have a form a route of advance on it, coming from different angles vcoh style. in that case, dont rely on the mg to stop the whole force. |
I fought against it countless number of times.
There is nothing OKW player can do to stop me from getting behind Jadgtiger. Single tank behind it and it's a dead Jadgtiger. I can see however this unit working in 3v3 and above. To some extend 2v2.
But you know what? Please, prove me wrong, provide me one competent use of Jagdtiger in 1v1. Show me how to do it.
its more of a 2v2 unit than a 1v1. panthers/p4s from parters covering it usually means its quite impregnable. considering how rocket artillery dont penetrate tanks and howitzers are in crappy doctrines, its actually quite difficult to displace axis tanks from clumping up and supporting each other.
while jagds can smash allied tank destroyers (su85s/jacksons) and rocket artillery to wipe support teams. its really difficult to actually mount a good frontal assault against the jagd, since allied infantry AT is quite a fail, AT guns are extremely hard countered by stukas and the jagd itself outranges all tank destroyers. there is nothing that can really threaten the jagd from the front, unless ISU or good B4 hits.
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i think its an excellent tank, just need its reload to match kv-1 or get tougher to hit with handheld AT. like how shermans/cromwells in coh1 mince schreck gren blobs. it is supposed to be mainly infantry support after all.
problems with t34s is more like its a fundamental tiering problem than the unit itself. its because it exist in a tiering system that requires too much commitment, people expect god's work from it. else it will always disappoint.
soviet t3 and t4 exist to support t1/t2. which only the su85 can fulfill, albeit rather expensively. soviets need a cheap AT option which the ZiS fills up the role nicely yet its a whooping 50fuel just for the building, which makes it very cost inefficient for any sort of strategy.
1. allow a slightly more flexible tiering, allow t1 and t2 to make each other's units available through upgrades at a heavily discounted building price. |
agreed, but i think the change is in the right direction. allies does not mean only USF, this change is likely done for the sake of soviets who are sorely lacking in anti heavy tank options which either the Zis or su85, in where 425 armour really broke stuff like shrugging off 5 AT guns?
its still a very powerful tank, except how players will need to be careful with it. still, allies do not have a safe option to take it down. jacksons are far too fragile to chase it down and su85 is slow and clumsy, allied mediums and heavies dont have the punch to tackle it from the front. |
People use heavy tanks, because they are OP. IS 2 is THE Soviet tank others (KV 1,2,3,4,5,6,7,8) are all forgoten, because they suck. Why no p4 and why little panthers but straight to Tiger? because close to OP. Why king Tiger ,well OP. If you want a different role for the Heavy tanks, make them damage soakers not damage dealers.
problem is, people dont want to see that 1 heavy getting beaten and smacked around by 3 mediums from the front. history nuts will go crazy and tears will flow.
there's a simple solution. drastically reduce the reverse speed of heavies, so they dont match mediums while reversing. it should be easy for mediums to get into the rear of heavies and not the way it is now, heavies can reverse and give mediums more trouble than its worth it get to its rear armour. |
isnt this nerf given?
too long people are too comfortable with relying on obers but not tactics for infantry fights. volks are still damn pretty potent with their standard rifles and nades as long as you plop them in cover not just A move them. |
damn im going to miss 2v2 semosisky.
mid is a very nice setup for initial firefights. |