Guards really aren't an adequate counter though. The FHT can come out sooner than guards can, and can beat guards too.
Soviets could use a non-doctrinal answer to the FHT. One that can stop it from running the map racking up squad kills, one that doesn't necessarily have to take huge losses to kill the FHT. That or make guards a 0CP doctrine unit I think.
Otherwise there is less diversity in the game because soviets doing T1 first builds will get slaughtered - no one will build T1.
Maybe with the next patch building prices/build times will come down enough that soviets can actually afford to build both buildings and this topic will be a non-issue.
guards already show up very close to, if not sooner than, the flame ht. guards are also more than adequate to kill a ht. 1 button or 1 nade and its dead. as for a non doctrinal answer, t2, mines, AT nades.
there will always be "less diversity" in the sense that some builds just dont work. to take an extreme example, no one will ever be able to pull off spamming only mortars. the reason is, its not a balanced army. if you build units that have an obvious weakness, you better build other units to protect that weakness. t1 is viable if you support it.
another example is assault grens. soviets counter them with m3s, so germans counter that with an upgunned 222. germans cant just spam assault grens only because they will get hard countered. if the german fails to built any AT, they lose. this is no different than building t1 and refusing to build some sort of AT. it would be nice if soviets could counter everything with t1, just like im sure germans would like a mobile counter to the m3 at t1 as well. i just dont see either of those happening, atleast not without restricting your doctrine choice. |
Every semi decent player might not always want to have to use guards. Dictating what everyone puts in their commander lineup is not an answer to a problem, it's just a crutch.
Secondly, one game where an opponent completely misplays and lets the M3 run rampant is only an indicator that the unit is useful, as I already said that it was in the very early game. But it's not an indicator of long term usefulness overall.
Compared to the countless other games where M3s barely survive the initial purchase of them to get around initial MGs and push the assault. The only time they stick around is when the German player makes a series of big mistakes. Case in point, Andy gets a flame HT instead of a scout car to hunt down the M3s causing him so much trouble.
i think youve answered your own question. in your andy example, you say that andy shouldve adapted to his omgpop and built a counter. you have to do the same. you still have AT options even if you go t1. doctrinal options are the 45mm and guards, if you dont want those doctrines, you better have AT nades or mines. thats not dictating what everyone puts in their loadout, thats playing smart. if someone counters your strategy, you better be ready to counter them back. it seems silly to expect relic to give a counter as an upgrade to the m3 just because it would fit your build nicely. |
Looking at the replays I still have to say though, that they used micro far superior to mine. So that sort of confirms my understanding of the german faction as easier - at least when it comes to micro (though maybe not tactics).
that doesnt support the idea that germans are easier. if you won with inferior micro, that would be different, but you lost with the "OP easy faction". if anything, that just shows the better player will win, even if theyre playing the "hard" faction.
elitest threads like this are getting really old. if germans are so easy, why did andy and omgpop only win when playing soviets? |
are threads like this really necessary? lmg grens only have 35 range and have to be stationary for over 2 seconds before they start shooting. snipers have 50 range and sight radius. you should always see an lmg gren long before it sees you. if you lost a sniper to an lmg its your own fault. might as well make a thread about snipers dieing to mg42s while youre at it. |
Thread: SNF?3 Nov 2013, 20:02 PM
yea, pretty early to say this after theyve only casted 2 games. also, sovs crushed? theres lots of people who have gone 2-0, so that isnt an accurate statement. |
Weird suggestion but tell me what you gentlemen think. Instead of adjusting the damage of the LMG 42 have a 60 munition upgrade to the SN-42 body armor.
My thought process here is that the body armor would take away OooooooooooRAAAAAAAHhh! from the squad (as to not be spammed but providing an effective counter to this LMG spam model). I don't know what a good armor amount would be but the idea would be this squad could be a stop gap before penals or shock troopers.
isnt that the armor that the shocks have? might seem wierd having the same armor but different armor values. besides that, i dont really like the idea. it completely changes conscripts and would indirectly cause other changes. if cons have a higher armor value, you could start using them to merge with more than just penals. you could merge with guards or shocks without giving up armor.
i dont think the lmg needs a nerf, i think it just shows up too soon. ppsh also needs to be changed. its op for its price. most people just dont use it right. for some reason, the singleplayer ppsh is used by cons. it has dps similar to the lmg. its almost like getting 2 lmgs for 20 munitions. the problem is it doesnt have a near range. so to get the full 16 dps you need to be at 1m, while the lmg gets it at 10m. |
scout planes work the same way. i dont think it needs to change. it really doesnt have a huge effect |
Dear strategists,
Do you have any insight into how the German medkits work? How much health do they restore? If, for example, a Grenadier squad is down to three men, does each remaining man get more health restored than he would if the squad were a full four?
Also, do squads that are using the medkit ability stop fighting or take extra damage while bandaging their comrades? What about the squad being healed?
If you activate the medkits and then move the squads away from each other, does that cancel the ability/end it prematurely?
Got any other medkit tips? (I like medkits)
xoxoxoxoxoxo
computerheat
med kits restore 4hp/s for 10s per entity. this healing can only bring an entity to its max hp, so, for example, a 2 man squad can never be healed to have more than 160 hp. 1 entity that is using the medkit will stop fighting to use the ability, but the rest of the squad will fight like normal(just like a rifle nade or faust). the squad being healed will fight normally. once the ability activates and you see the healing icon, this ability wont be interrupted by moving.
Hello strategists,
My question is on Trip Wire ability. What if the flare goes off within the radius of my 120mm mortar, will the crew begin auto fire at the enemies revealed?
yes. as long as they dont have other higher priority targets, the 120mm will shoot at anything that is in vision, this includes those revealed by tripwires. they will only get 1 or 2 shots off before the ability ends though.
Does the size of a building matter to how fast units enter, exit or reface in it?
It seems to me that MGs take a lot longer to do those actions in a small Building than a large.
However, it could be for the reason that smaller Buildings usually have fewer doors and Windows?
i dont think it has any effect at all. |
Well take an educated guess!
You really are the residential idiot* of these boards and you single handedly lower the quality of the discussion in any thread you participate in.
uh well nullist has a point. there are no such thing as crits for small arms, except the crits when a unit has 0 hp. so i dont really understand what your paraphrasing is supposed to mean. the only guess i have is turtle doesnt mean crits, but is actually referring to RNG and accuracy. thats just a guess though, since he used the wrong term his post is unclear. nullists post may a be a little long winded, but asking turtle to clarify is justified. |
Is that information correct? According to the page only 1 in 4 players has played a campaign mission. I can´t believe that.
I´m more interested in whoever managed to get ONE Brummbär to vet III? Never happened to me in over 400 games. And 10 is nearly impossible - must be comp stomp.
"Sturmpanzer IV Specialist
Achieve three levels of veteran status with 10 Sturmpanzer IV "Brummbärs"s and kill 40 enemies with the same Sturmpanzer IV "Brummbär"
^^
ive actually had like 3-4 vet 3 brummbars in automatch. thats in large team games of course. just skip t3 and built brummbar as your first tank. using it to only fight infantry will take forever, but if you fight su76s or t34s youll vet really fast. obviously doesnt work without a good team and bad opponents though |