I don't think so. Everyone can have some form of AT out on the field. And both HT's have some pretty serious disadvantages. The American one can only shoot from the rear/sides, which makes it super vulnerable to getting hit in the ass and taking extra damage. The OKW one has to set up to fire, and can usually be scouted due to the nature of OKW building placement. (The repair feature encourages people to place it somewhere outside their default HQ) |
Pathfinders are actually bad at shooting infantry, they are good vs volks or sturmpios on range but are weak vs other infantry, even tho the unit description says they are good at long range, they're not in real
Yeah I've found them extremely underwhelming, especially for a 2 CP unlock.
I've been avoiding much commander usage though, mostly focusing on learning the core army atm. But I tried these guys a couple of times and they just seem like they come out too late in the game to do much of use.
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I never go for Lieutenant - lack of AT. If you do so you have to think how to counter that thing which won't be easy.
But if you go for Captain use Stuart+Captain - piece of cake or AT gun - 2hots should take it down.
But lieutenant is so amazing... |
Experimenting with a new build, but I haven't quite figured out how to play the mid-late game vs OKW. I bleed a shit ton of infantry and it ruins my economy and gives him crazy vet.
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I've found the smokes to be a bit iffy. They seem to take a long time to actually take effect or something. Maybe I just haven't got the hang of how to optimally use them, but sometimes they're amazing and sometimes they don't do a whole lot. |
Yeah I've been doing this combo whenever I get my major. Also remember that major gets the awesome plane recon + artillery call combo so you don't need doctrinal abilities to do that.
Question: what are people's take on ambulance? Do you get medic out and leave them at your base to heal automatically (put rear echelon to man the ambulance)? Or is it better to leave them man the ambulance and use the heal ability manually?
Seems like if you get your ambulance early, then maybe it's best to leave medic at your base so you can heal manually and get some forward reinforcement you can soft-retreat to. Then when major comes out, move medic close to major.
Does the medic squad automatically heal? It seemed like it was still a manual ability, so I didn't really bother taking him out other than to cap and to shoot his pistol. |
I realize that some of you may have been playing the alpha or whatever, but I still think it's too early to be judging faction balance.
Sometimes all it takes to completely swing the momentum of a match up is for someone to mix up their tactics. I've seen it happen several times, where one player managed to change the entire metagame in particular match ups.
Reactionary patching/nerfing is always a bad idea.
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The AA halftrack thing does pretty well against them. |
Volley fire is blatantly OP, its a 20 muni I win button. It offers little to no counter play, if you catch an enemy, even at max range, they will be suppressed and eventually pinned and forced to retreat. IMO an easy fix would be to make the ability active only while stationary, and only allow it to suppress one unit. This would still be extremely powerful, without being a no brainer ability to limit opponents capping power in the early game.
The counterplay is not panicking just because you're suppressed, using cover to delay the suppression/pinning and to keep other units in support.
Can we please stop petitioning Relic to nerf everything rather than actually trying to work around it? Reactionary patches are a bad way to go about balancing a game. |
that one will also get suppressed. volley fire doesnt target the squad to squad use the kubelwagon against the ami's early game as they have no real counter to it.
By the time you walk over there, the ability will have worn off. It only last what, 8 seconds? |