Shouldn't OKW pay for the "Free trucks" then?
OKW already pays with their resource penalty.
One of the problems I feel is that USF vs OKW feels pretty balanced (except rifle company on some maps), but USF vs Ostheer is only balanced if you pick CAS or Mech Assault as Ostheer due to LMG spam and call-in tanks respectively. Changing USF teching might make USF more balanced vs the other Ostheer doctrines, but it will make them underpowered vs CAS and Mech Assault. |
Ostheer auto-unlocks panzerfaust, grenades, LMGs, shreks and all their infantry units for a total investment of 400mp and 80 fuel with 20 starting fuel.
USF needs something to counter-balance this fact. Either the free LTD stays, or the grenades/zooks/BARs upgrades need to be removed and unlocked for free as part of teching as the Ostheer get them. Otherwise we'll get the same fiasco as we got with Ostheer vs Soviet teching at release, except this time there are no doctrinal units to fill the gaps. |
A doctrinal howie for OKW would be very nice. But I would suggest a static version rather than the Hummel, otherwise the fuel cost would make players just ignore it because they need panthers. |
Hitler never rose above the rank of Gefreiter (think Private First Class.) because he was attested to be lacking in leadership qualities...
Yeye, just taking the piss on your attempt to take the piss.
That is why he is my role model. He worked his way to the top and when others said 'no', he said 'yes'. He is like the personification of the American Dream. |
Adolf Hitler. |
What I cant stand is Relics insistence to try to create SUPER UNIQUE factions in a game BUILT AROUND REAL WORLD ARMIES THAT ALL USED COMBINED ARMS In the end we just always end with gimmicky factions that always seem to encourage blobbing. This idea that factions should lack important weapon systems like mortars or getting MGs late is horrible!
My sentiments of WFA exactly. |
70% of all the times I only kill 1 model of the sov sniper and not 2. Unfortunatly for me, but perhaps I don't have sacrificed enough for the RNJezus like I do in other games!
It's probably because 70% of the time you are not getting direct hits and just AoE kills; something that a 80hp Axis sniper would not die from anyway. |
This. What should be done, is to fix the bunching up in cover mechanism in game. We are seeing people complaining about rifle nade wipes, tanks one shooting units, mortar wipes here and there, are all due to units bunching up.
If this problem is fixed, hopefully soviet sniper will be nore separated to not let a mortar shell to instantly wipe it.
Still won't fix the issue where the Axis sniper is more or less immune to mortar/grenade/rocket-related death while the Soviet sniper is not (still 46hp per model so not even a need for direct hits to score kills). The Soviet Sniper team has always been vulnerable to Mortars because of this reason. The difference was that the soviet team could sometimes survive with 1 man while the german sniper could not. Instead of fixing it by making it fair (i.e. German sniper only killed on direct hits, soviets still vulnerable to AoE with 46hp models), they granted the axis sniper the ability to take mortars to the face and live while the Soviet teams still die if a shell lands 2 meters next to them. |
The problem with mortars killing 360mp snipers is that it solely relies on RNG and no skill. I agree that it could do a nerf against small arms fire, but still retain its survivability against indirect fire, like what LeYawn said.
You can vastly improve your chances of killing snipers with mortars by microing them as close as possible and constantly using attack ground to target the sniper because it will target other squads instead when you don't. I don't see how this requires no skill at all to pull off.
Furthermore, as I said, you can kill the Soviet sniper just fine using this method. Why should the German sniper be immune to it? |
1. Retain its survivability against RNG based, AOE weaponry. Of course it might seem absurd for him to survive a mortar hit, but since there is no counterplay to this, I think it is highly desirable.
The counter-play is to not stand still under mortar fire. I don't see what is wrong with the concept of using a mortar to deal with snipers. It seems to me that this would be an ideal way to deal with a long range unit. And this is what we see with Axis indirect fire against the Soviet Sniper: A direct hit will always kill the sniper (unless a pathing error forced them to split up, which does not happen often), and shells landing near them will often score kills as well due to the fact that they have low model health and mortars have pretty good AoE. I don't see what is wrong with Ostheer snipers getting killed on direct hits as well. When there are explosives raining from the sky, snipers should be terrified, but at the moment the axis sniper can just troll right through them because he can catch a shell with his mouth and still survive. With 80 hp he will still survive the AoE damage (unlike soviet snipers), but now mortars, grenades and rockets actually pose a lethal threat against him. |