its not that your ideas are bad
but how about you think up ways to change your playstyle to fit the game, instead of the game to fit your playstyle.
and if you want to talk about frustrating experiences, play 3v3 and 4v4 as soviet for a while |
the point is not how do you deal with buildings(i prefer the AT gun accuracy above mortar)
buildings have 2 variables
1/ size
in small buildings, troops are close together
=> vulnerable to grenades
in big buildings, troops are spread out
=> your grenade is no threat or you need luck to have a molotov land on the mg spot
(you know how the gunner gets replaced when he dies and the new guy goes sitting in the flames?) but as far as i know you don't have much power over where the molotov lands in a building
2/ strenght or hp
well some buildings just last too long compared to the duration of a game
now big and strong buildings near strategic important points give an undeserved advantage to the one that got in first (german mg42)
you can try all you want, but chances are big they're safe inside for the first 10 minutes of the game |
my main problem with them is at the start of the game where they allow great protection to mg's and deny resources. which makes you lose the tech race, which makes you lose the game
no mg's in buildings like halftracks or seriously reconsider the placement, strenght and protection buildings offer.
i want to play an rts, not a race to the lamest campspot
- they shouldn't be more durable than a german bunker
- should be more consistent, in some buildings the troops are pretty safe, even from grenades.
i use the tactic aswell mind you, but it feels cheesy
a prime example is city 17
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- if you assume both players are equal
then why would one player feel the need to take a risky attack move with his panther?
=> because he lost the early /mid game and needs to recover some ground?
so yeah, as if its not risky for soviet to go on the attack against a dug in german position
the real question here is
whats better, soviet artillery to soften up german positions
or german mobility for a blitz attack
and if you look at the numbers
in a defensive role panther > su85
in an attack role su85 lacks mobility compared to panther
(and i only play 3v3, 4v4) |
Yes, 50 is a sniper's sight/shooting range. Most normal units have a sight range of 35 and Molotovs have a range of 15 and Panzerfaust a range of 20. Those are probably the most common ones you see, maybe you can look at it and get a feeling for the 10.
Satchel Charges (from Penal Battalions) also have 10 range.
ah i should look close at molotovs
when throwing you see 2 circles, that would be min and max distance
so the outer circle would be the maximum distance (=15)? and the inner circle is 5? |
i have a question about range
how big is 10 or 50? on a map how could i identify distance, am i above or below the near range of 10
sniper target circle has a radius of 50 ?
the size of the capture zones is that a radius of 10? |
use the mg42 to protect your troops and not the other way around?
scout around and cut the enemy off with the mg42?
but no
you place an mg42 in the front,
the enemy has spotted you
sends a conscript squad over
oraah and before you know it they're next to you because mg42 vision << range
pay attention next time, you'll notice the difference
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well
at t=0
shots fired = 1 for both
and 1 shot difference is alot in my book
3 shots for pak @ t=8, 2 for zis
anyways, 1 seems like a small number if you present it that way but its also 33%
and my grenadiers have a bigger chance to snare an incomming tank than conscripts, as if that is not important in an at gun dmg/survival thread
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amen to that,
if there's an opel strafe commander you have no choice but going t3 Krautmower
not that i don't like the unit but there's no choice
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in response to the claim that the pak is the worst AT gun
actually i think its the opposite
if you get a stronger AT gun in exchange for 4 man squad
because if your at gun gets flanked, chances it escapes are small, no matter you have 4 or 6 men, so i'd rather have the stronger AT gun.
and another point
having your at gun decrewed has more to do with your placement on the battlefield than having either 4 or 6 man squads
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