While the reinforcement feature of the halftrack is ok as it is with any other reinforcement unit, the quad upgrade isn't strong enough to warrant its purchase.
The combination of a severe damage nerf and removal of the suppression on the move has resulted in an weapon upgrade that functions largely as a downgrade to its stock utility.
I would recommend one of three things:
-Buff damage output to the quad mount, but keep everything else
-Bring back suppression on the move, but keep the low damage output
-Allow reinforcement when upgraded, but at 1/4 normal speed |
Thread: OKW15 Oct 2018, 14:04 PM
I'm sorry but where the hell did I said rushing with Sturmpio? As for GCS experience, I let you check Ikab vs HelpingHans qualification match.
There is no match between Ikab and Helpinghans, the second is waaay stronger that the 1st one but because OKW has so much advantage over USF early game, Ikab simply rolled over HelpingHans in less than 10 minutes.
I'm not sure what YOU mean by rush, but a rush does not have to be executed right away. For example "Rushing an mg with infantry" can occur at any time during a match.
The problem I mentioned with USF originally was that they are stuck with RE to begin with-the implication here is the obvious overmatch between them and sturmpios. My point was that you simply avoid the sturmpio squad initially and cap elsewhere. If you come up against volks that's fine.
As for the match in question, how does it support the assertion that "Capping around the sturpio will cause the axis player to rush your cutoff with it" because as far as i can tell, it doesn't and that was my original point.
What forced the RE's to retreat initially was actually the kubelwagen.
Are you saying that running away from a kubelwagen to cap elsewhere will result in OKW rushing your cutoff?
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Tested the mod a bit- I think I have two main issues with the veteran upgrade, and with the assault and hold ability.
First, I think it's too much of a no brainer for pios. if you plan on keeping a pio squad around-though with upgraded pgrens you MIGHT be able to go without...- there is really no reason not to get the squad upgrade. There's no tradeoff, if for example it locked out the flamethrower I would be ok with it as you get a base firepower increase, a base durability increase and an overall repair speed increase for 30 munitions.
The second issue I have is that I think Pgrens just get too much stuff with their upgrade. The focus fire(infantry) ability in particular seems really strong and I would actually remove. A 30 munitions upgrade that gives buffs while near vehicles and allows repairs without locking out any weapon upgrades seems fair to me.
Ok so Assault and Hold seems crazy good especially with the abilities you have with the commander. Combo it with the pgren focus fire and you murder a squad before the player has a chance to retreat. Combine it with the stormtrooper "tactical assault" and you make paratroopers blush with how fast they will slaughter retreating infantry. I'm also not really a fan of combining it with the +100% cap/decap rate.
Unlike Valiant assault(+sprint) or for the motherland(-recieved accuracy) this ability means that if you time its combat use poorly and the enemy just retreat away, you still can grab map control fairly easily.
I would instead give infantry a sight and cover bonus to hold territory taken rather than making it easier to take more territory-that's already covered by the offensive bonus.
Either that or make it only give grenadiers the combat buff. |
Thread: OKW15 Oct 2018, 12:17 PM
-but saying on 1vs1 you can just spread and cap the map is wrong. OKW player will just send all his forces at your cutoff and hold it with sandbags. That's basically the issue here,
Are these observations from the GCS, or personal experience? Because in my respective ELO brackets, OKW sturmpios rushing my cutoff in 1v1 is not a problem I have. For USF its the poor tech structure, and for UKF its cloaked raketens nuking my UC.
Maxim are trash, and I'm not even a regular soviet player. They are only good if you already have penals or guards to suport them.
Maxims are fine with any infantry to support them because the fundamental way you use it doesn't change based on the soviet troop supporting it- that being suppress the target squad with maxim, keep that squad suppressed with the supporting unit, and switch and suppress the second target. Yeah flanking is a problem, same with any MG.
I agree that the vet 1 ability sucks-though I have found uses for it- and the suppression or rate of fire could get buffed but otherwise its basic functionality is little different than any other mg.
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Check post #13, storm mp40's are much stronger
Definitely felt like it. They seem more like thompsons in terms of damage output to me. |
Thread: OKW15 Oct 2018, 09:12 AM
What for camping the entire map if the OKW player takes and hold your cutoff with 3 volks behind sandbags?
What, as in are you agreeing or disagreeing with me that USF has the worst time against sturmpios initially? You may have to re-read my initial post, because I think you may have missed my point.
soviet say hello.
they have to build t1 (taking time) and then penals (more time, and lots of mp) to have half a chance because cons cant stand, the maxim wont cut it and CE.... well as i say, if players were not forced to use them... they wouldnt..
soviet have to forfeit all map control to face against the okw starter unit
Maxim's cut it as much as any other single MG against a single unit. If they are flanked, they are screwed, if they are charged they suppress the target. But yes soviets do have to go either tier 1 or tier 2 to fight against sturmpios, that means they have options. USF does not.
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Thread: OKW15 Oct 2018, 07:08 AM
I think game mode is a big part if it. In 1v1 you can just cap somewhere else, but in team games the same size maps are divided between 2/3/4x as many players which often forces you to engage the sturmpios directly.
USF has it worst because at least ukf you can tank with the UC and you start with an infantry section. USF gets stuck with the underwhelming RE and lack any vehicles or suppression options that early.
Doesn't work for USF, they just rush your cutoff.
What...? |
Tried out the mod recently, maybe its just me but it feels like the stormtroopers mp40s are better than their assgren counterpart's-seems better at both mid and close range. Ill have to test it some more, but can anyone confirm if they are using an existing weapon profile, or get unique variants? |
Thread: OKW15 Oct 2018, 04:58 AM
I think game mode is a big part if it. In 1v1 you can just cap somewhere else, but in team games the same size maps are divided between 2/3/4x as many players which often forces you to engage the sturmpios directly.
USF has it worst because at least ukf you can tank with the UC and you start with an infantry section. USF gets stuck with the underwhelming RE and lack any vehicles or suppression options that early. |
Good luck losing every engagement with an HMG because you clicked on empty ground and caused the HMG squad to tear down instead of retargeting.
At no point should an extremely vulnerable setup squad that requires precise positioning and actually helps enemies it suppresses take less damage require manual retargeting, where each click has a too-high-to-be-worthwhile chance of causing the team to tear down and forced to retreat or be immediately slaughtered.
This happens all the time to everyone. I've murdered enemy HMG squads who accidentally tore down instead of retargeting (it was obvious the player was trying to target my squads on the opposite side of the arc from my currently suppressed squad), have had mine forced off while at full health, etc. all because of this absurd approach to suppression.
The very concept of suppression fire is that you're laying down imprecise fire across whatever area you believe enemies to be in to prevent them from firing back. A machine gun crew trying to snipe a single soldier (or squad) while a dozen squads are rushing at it along open ground is idiotic both in game mechanics terms and immersion terms and every other imaginable terms.
I'm not that great but this just sounds like a learn to play issue. Sure there's been a few times where i right click and accidentally order my squad to pack up, but thats on me-thats a mistake, thats me needing to L2p.
Sounds like you suffer from the same issues i do, the only difference is i recognize them as problems i have as a player, while you blame them on the game without realizing they are things you can actually fix yourself. |