agree on all except the part about infantry based flamer part.
why can't flamer counter green cover? except for rifleman flamers, the weapon is either on fragile unit, strong but expensive unit and fragile vehicle. it just seems to me like a very personal preference. only problem i see is with rifleman flamer. SPECIALISED WEAPONS SHOULD NOT BE ON BASE UNITS!!
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oh man, why thou has forsaken us. |
So in this strat you have to rely on mines to counter early vehicles, say 222 or OKW FlakHT?
I mean you don't even build cons for AT nade? Doesn't absence of snare makes problems in mid-late game?
most def. but make sure you have a teammate who is at least half capable. also, it is not a bad idea to go guards for mainline infantry once you survive the early game.
it is obviously not a strong strat or even a strat that will make you win against same skill level-ed opponent. but it is something different.
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i don't play sov nowadays but when i do, an always solid build is:
- 2 cons
- +1 more CE
- t2
- 1-2 maxim
- 1 mortar
- 1 ATG
- elite inf or one more unit from t2
- etc etc |
- tier 1
- 1 penal
- 1 ce
- m3
- 3-4 more ce,
all your firepower resides in on penal flamer car.
at least one muni point.
spam mines
teir 3 and whatever you want after that.
pretty troll strat. |
had a quite a few serious game where it was used by me or against me.
the ranger is good. but, the problem with USF call in infantries is that by the time you unlock them, even 1cp pathfinders, you have 3 rifles already 99% of the time FFS. and sometimes, i want lieutenant, captain and major. and i dont fuckin want a dozen infantry units by 15 minute mark both due to micro and manpower bleed.
so rangers for me, a replacement for rifles if i lose them.
field defense, i mean really nice but the fuckin mine feels like it take a full minute to plant. so you can't be too aggressive with mines and plant too many of them unless you want your rifles to be out of action for a long time.
50 muni smoke, worth it. but i don't try to spam them because 50 muni is still quiet a bit of muni. takes about 6 sec to fall, so it is pretty quick. not quick enough for you to charge a mg42 and then call in (you'll take a lot of damage), but quick enough to preemptively call-in to cover your retreat.
combined arms, it sound nice on paper. i forget to use it all the time lol.
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now pershing. first things i notice.
1. good dps
2. good against infantry a bit like IS2 - fluctuate between wipe or total miss (not as much as is2 though)
3. vet quickly
4.fast, mobile, 800hp is enough and still feel a lot for a USF tank.
5. Environment Piercing shots - borderline OP at least.
range is indefinite as long as it does not hit the terrain.
indicated range ~70 but you can click outside of the indicated range to shoot which translate to situations like:
you see an almost dead ostwind behind heavy hedgerow 100m away across a smooth terrain, you click the ability, click the ostwind, pershing shoots as soon as it turns the turret and ostwind dead.
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my strat is normal USF strat really. spam rifle, lieutenant or captain then major. 13 cp is way too long to hold out for unless you are on the back foot and cannot afford major. i mean, ranger is better flanker, smoke enhances normal rifle play - flanking, combined army is complimentary, field defense is good but a mine won't suddenly make USF a defensive faction and pershing is pershing.
13cp is laaaate. so if you are winning early game as you are supposed to, you should probably not think "ill get jackson to cover AT and complement AI with pershing", because 13cp is laaaaaate.
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the "ghost" anything should not actually occupy any space until fully built. |
480 fuel worth of units disregarding teching worth of untits is a magic combo? Really?
maybe because it is so expensive it is a good combo.
i think it is the best combo of tanks that you can get with 480 fuel. that is slightly more AT oriented. |
I feel that a site for a game I play to escape political, religious and potentially prejudice discussions is not the place for this. That's how I feel. Mods?
this.
I like political discussion, but even for scrapyard, i don't think this the place for it. |
No reason to have a pershing over 2 shermans as of now.
You get smokes, self repair, better AI, worse AT in terms of penetration, self crit repair, with the EZ-8 it's even more one sided, all in all heavy cavalry is a good doctrine but not because of the Pershing.
jackson (1-2) + pershing is a magic combo. |
The game runs like shit but instead they chose to add more fancy flame particle effects adding more strain on people's computers.
ha! when the commander naming competition was up, my friends and I were joking about how the okw one should be called "framerate killer commander".
p.s.
actually, the game performance is similar I'd say except for in "Lienne Forest".
everytime we play on the map, it lags a lot worse. |