I told a volksgrenadier squad to vault a wall, and two of the models met up with the
enemy and died while the other 3 models were 150 meters behind the other two, now dead, models.
Yup, I've noticed this as well, squads are getting caught on cover and splitting up much more often now, especially around walls. |
I like the new button, yes its a heavy nerf, but it forces you to actually make a play with it,. Prior to the nerf a single guard squad could stop a tank in its tracks, with or without support, kinda silly, no?. You can still use it to get off an AT nade, get extra shots off with an ATG, or stall an advance. It feels much more rewarding when using it correctly, before I felt dirty and cheap when using the ability. A single infantry squad shouldn't be able to stop a tank in its tracks, no questions asked.
It says something about the prior strength of button when ostheer players are literally forced into a doctrine w/ smoke just to deal with guards. |
Squad formations in general this patch seem to be a little off. I notice this especially with close combat units that seem to advance in a single file line, which is incredible inefficient. The issue seems to be even worse when using like assault engies, and other squads that have a sprint ability.
Rather than grouping up and staying close (ideal for maximizing dps) they decide they want a god damn point man and get picked off one by one austin powers style. |
Comparing Sturmpio dps to shocks and AEs could be useful, although perhaps a bit misleading due to the recieved accuracy modifier they just got. I think the list you have at the moment is ideal.
The only thing I have to add is that it could be useful to include a screen shot that displays the range values in game, so that people can have a visual aid to go along with the data that displays comparative dps at specific ranges. For example, 2 squads facing off at 35 range, 30, 25, 20, 15...etc. I don't know the best way to display this, but having an image could really help cement the data from the graph to the actual engagement ranges in the game.
Thanks for putting in the work for this! |
I've lost faith in this patch after a game today, when my vet2 shocks lost engagement to vet2 lmg osttruppen at point blank range
Lol. Replay or it didn't happen. |
Woah, it took sage6 all of 11 seconds to start flaming this time! |
I may not be a mathematical genius, but I do recognize the influence that specific changes in numbers can have to the overall flow of gameplay. I can already tell you that the kubelwagen changes while significant won't be enough. The Sturmpioneer changes were damaging to the overall OKW gameplay and will likely result in less people playing as OKW, and OKW as a whole playing less effectively than ever before.
So ask this question, balance is balanced, but balanced for "whom"?
The kuebl is a god damn monster, if you can't see that then you're doing it wrong. Sorry mate, but you won't be here long with this holier than thou attitude. |
Suck even worse than cons. We're not talking about what-if-relic-changed-things, we're talking about current choices and the current choice is you either have guards (quite likely because the best doctrines have them), shocks (if you are using B4s or still believe in the gimpy thing that is the IS2/KV8), or you just have snipers and maxims.
Cruzz I don't really get why you think guards are the only option. They are pretty niche after the patch. What do you have against shocks, and why is the IS2 not effective? |
So, pretty much Soviet players should only rely on commanders with Shocks and Guards, leaving all others out?
Having call-ins is not an answer.
According to Relic it is. That's how the faction is designed atm, take it or leave it. Relic has acknowledged, in their most recent stream even, that they are looking at redesigning both the call in structure and the soviets in general. |
No, because here's the thing:
Soviets don't have a choice in the matter. You get guards or you don't have any kind of mainline infantry at all.
Can you expand on this? |