Que queeeeeeeee?
I would have been pissed as shit if I saw that. The only thing I can think of was the game already predetermined the shot as fired it was just going through the animation. |
The Cavalry rifles at 0cp shouldn't even be considered a buff. It literally makes them part of the build just like every other assault unit that starts on cooldown.
What about just giving the 76mm HE/AT shells like the regular Sherman but the AT has better stats. That way you play it the same way as a regular Sherman but better similar to the T3476 vs 85. |
I lost a couple in row so I decided to go back to my more aggressive strats. At Cp2/3 I accidently picked Terror tactics so went with the T2 back tech. I didn't want to pick it in case he rushed tiger.
Skipped clown car since I had a feeling he would go for fussies, opening fights went his way at first but once I got 3rd penal I got good decaps and decent cover positioning so we were trading fairly good
I wanted to go for 120mm mortar in case he blobbed but picked terror so I quickly made Airborne and got LMG to counter fussies.
I lost a Penal squad but he lost VG with STG so decent trade, we both get LV, I do a decent job avoiding his and not letting him do to much damage.
Got AT gun out which made his Flak more passive, worked for me, replaced lost Penal with Airborne LMG so infantry fights are better suited my way but he does start to make Obers to counter.
I get KV8 out and bully his infantry, sometimes tag teaming T70 with KV8 to get quick model kills. He eventually gets out panther but I have 2 at guns so I keep him at bay. Him going panther worked out well since I really start to rack up kills.
I get Su85 which keeps his panther from diving and he gets a Tiger we keep prodding each other until I make a Katy.
On first katy strike he rushes me with Tiger/P5 and smoke run I see it coming but dont react fast enough. He beats up Su85 and 1 of At gun which I quickly recrew, his panther tries to run away so I box it in with KV8 and kill it. His tiger makes it though.
I have lost all vehicles except T70 so I feel like I still have a chance even though he has Tiger. I didn't lose any squads but I am pretty sure I got some wipes in the Chaos and killed his Flak so I can get back to bullying his Inf when tiger ain't there.
Tiger is a beast though, get lots of kills and wipes a Penal squad but I do get out Su85 fairly quick so it stops him from overrunning me.
I try to minimize bleed as much as possible to get KV8 back out, once I do back to bullying while recaping with T70. I have been getting decent amount of wipes on Obers(3 or more) so I pretty much have stronger inf force. He gets arty to wipe my AT but he never destroys it.
I eventually get 2nd KV8 and after some switching between tanks to keep pressure up. I base rush him while he retreats Obers and get several wipes while attacking and killing Tiger with SU85 as it tried to protect base.
GG
Thanks for reading and hopefully you like the game.
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in my opinion, when selecting this doc, your retreat button should be deactivated
Would actually be fun to play like that, I feel it would be more appropriate when calling in commissar. If the Commissar unit dies the retreat button is reactivated until it get called back in. However the commissar buffs would either need a faster cool down or AOE so more units benefit to offset the retreat nerf. |
I remember initially the Shock Troops were called up with Mosin rifles and the PPSh-41 had to be bought for 60 ammunition, without any other alternative upgrades. This is actually not a bad idea. If the Shock Troops had some kind of alternative upgrade.
The issue is they come with armor, anything other than SMG would make them OP.
I feel they just need some utility, like the ability to decap faster to get back in the fight faster or to force enemy to come to them. Or maybe a muni ability where they do increased damage to units in buildings. Something to make them more enticing. |
Yeah the abilities have potential, but require clever use. Not just a simple buff and win.
Buff defense to a squad with weapon upgrade, perticularly picked up LMG, and ability to also merge into that squad while ability active, is clearly potentially strong, when enemy would want to focus that unit normally.
You could use fight to the death when they have started focusing one unit, put it on another unit, they either have to ignore the buff to carry on focus origional target, or else switch, and let them off the hook.
Fight to the death is always useful, since it is free and penals should be fighting behind cover due to MP bleed you really dont lose much by spamming it. Also whenever a unit starts to retreat it should be instantly activated to try and get a chase down wipe. The commissar fear propoganda also synergizes well since it debuffs enemies that don't retreat.
Stand you ground is harder to use since the mobility nerf can get you wiped by any explosive like gren nade or PG bundle nade. In green cover against a MG would be a great situation or against long range units like Obers or JLI since closing in signifies a nade is coming. |
Shocks are still good. The fact that smoke nades and damage nades are on the same cooldown is really holding them back right now because a lot of other units are able to do that just fine with the one exception being shocks. We could see it in the last hotfix but it doesn't look like its a priority atm.
They are good, Airborne LMG is better and reg guards are great. They have amazing utility, good enough AI and can work as crutch AT if caught off guard. Every top cast or stream involves regular guards or SVT conscripts.
For shocks I think the issue is they really can’t branch out like other elite squads. If they were given fire superiority instead of posh airborne It would give them more utility. Airborne could then get tactical assault to differentiate them.
Edit: Don't want to derail but Assault Guards should have smoke instead of Airborne SMG, airborne has camo so it can use that while Assault guards get focused down before they can get Vet. |
You guys remember when they buffed DP28 to Gren lmg levels. Shit was insane, made shocks pointless and they never really recovered. |
I had similar issue, I fixed it by camping outside of bestbuy and getting a 3070.
In all seriousness I think it was the most recent patch, I still get occasional hiccups even though my computer is more than strong enough and I have good internet. It is infuriating since it feels like game is lagging then goes away. It might be one of the settings. |
I can't speak for 2v2 as I don't play it. You'll have to ask the 1v1 experts what they think. I see it virtually every match involving USF in 3v3 to the point I assume they will use it. Usually by high ranked players, ie: ppl you can't just outplay 2x to defeat. One person accused me of maphacking because I saw his AT guns coming via Kubel vet I but was perfectly fine with his triple Paths seeing 70+% of my army for that match.
If you have map control and have bled the enemy hard on manpower because of their snipetastic combat profiles, the muni issues are greatly lessened. Maybe even getting a cache down early. Maybe I'm overestimating BAR Paths, maybe not. Either way that Pathblob is bad yes and practically screams Luchs/Flak HT buuuuuut they can just see the Flak HT so there's that. 222 doesn't really do much. Or they get an AT gun dropped on demand, at which point you can't do anything with your LVs/ med tanks/Ostwind if it is indeed an open map. So artillery, Tigers and Obers heavy!
I think in 1v1 they are not as powerful due to their slow firing nature so to get the snipes going they need to blob which is not as easy to pull off since they are fragile/expensive/high reinforce. A Luchs rush would work great since they can hopefully chase down on retreat and it should have a bit of time before USF can call in AT gun unless they went captain. I'm thinking a luchs rush with either Falls or JLI can be devastating it just require people to get out of their comfort zone. Maybe a Battlegroup back tech to keep healing so that Pathfinder snipes dont get you.
In team games shit is broken. since their weaknesses can be easily overcome thru the power of teamwork. Also only 1 bar is really needed on them, its not that they are great its that it allows them to create their own snipe chances which are what they are balanced around(~40% health). With 2 bars they do it better but like someone said they can drop fairly quickly.
I would probably remove their ability to equip bars and give them some other upgrade. Maybe all snipers so it becomes extremely slow firing infantry that cannot operate on its own. Pushing it back to CP1 would make them irrelevant again unless they got buffed in another way. |