I think his point is that currently its a no-brainer to use it as a UC-maphax tool so there is a double incentive to not use it as an Aura vehicle (cheap map hax and the penalties making it generally not worthwhile to make an AEC or Cromwell a command vechile). By removing the UC option you at least remove half of the disincentive to use it as an Aura vehicle so that the penalties can be looked at in the future.
I do agree that the speed nerf is the primary reason I find it hard to use it as an aura vehicle, which is a shame because I've always felt like the aura was one of those secret borderline OP things that nobody uses because of the meta. You can get some pretty great synergy with a command vehicle and Fireflies for example. Personally I'm looking forward to trying CV AVRE again now that there is a hold fire button to make AVRE less frustrating to use.
You want a unit that moves at the speed of a snail to move slower?
How do you even manage to get a shot off before your opponent drifts lazily to the left to avoid you? |
If free reconnaissance is the issue, why not address it by adding a 50 munition cost or something like that?
The other thing I never understood about the ability is that it does not affect allies while the command p4 and panther's aura do. Both on the field is rather funny or quite broken depending on whether you're on the receiving end or not
Personally, I'd get rid of all passive buffing auras since they encourage concentration around the unit (blobbing). That would mean: ukf designated command vehicle, okw sturm officer, okw command panther, ost command p4
I could see recon added back in with a cost.
I think the command PIV for ost works well and does not encourage blobbing because the aura is sufficiently large to encourage its use as a support unit which you don't have to crowd around. Same for the CmP, but that unit is unfairly good in team games.
Compare that to the Sturm officer, where you have to be nearly clutching his hand to get the buff, then you have no reason but to a-move or you won't get the buffs anyway.
The UC-cmdv is similar to the Sturm. Its aura is slightly larger, to my knowledge, but it is so slow it can't keep up with tanks anyway, and if tanks have to backup it blocks their pathing so you are usually better off letting it sit well back. As a result, you either bunch everybody right around it or don't use it at all. Instead up the aura range considerably, reduce drawbacks, and remove the recon. It would also be worth considering the removal of the granting emplacements garrison when it is nearby. All this does is further encourage sitting still. Its aura never gets better, and its current buffs are marginal to ok, the entire reason for it right now is the recon with occasional buff to a firefly. |
Sooooooooooo basically Axis is getting nothing but pure buffs, and that's still not good enough. Why not just give both Axis factions access to the V1 at 1 CP and call it a day? Would that be a balanced game for you?
This is borderline trolling and is not helpful to the discussion.
Back on topic. Engineers near a demo, even if it could be done, would be abused by sight blockers, but it would eliminate the demo wipe through FoW. The idea of forcing it to be built on structure makes more sense to me anyway, its not exactly easy to hide a hundred pounds of TNT in the middle of a road and maintains the feel of the game as fast paced individual decision points, instead of camping and waiting for units to approach. |
You likely match with the same player because you are both searching at the same time and of similar rank. Pool of players is not very large.
You may also get the same map because you both have same maps vetoed, or both of you have vetoed different maps and so they are unlikely to occur. For instance, many Allied players avoid certain maps while many Axis players veto other maps. The game makes it unlikely any of these maps will come up so the same maps appear for both players more frequently. If you change your vetoes to favor another faction you may find you play on more maps but potentially you will be playing at disadvantages. |
Also have people never walked conscripts through an lmg gren squad and watch the lmg42 rendered useless due to the model trying to rotate? Same could be said about the ptrs.
Yes, but that is a skill based avoidance of DPS, what's the point here?
Forcing squads to position to fire is fine, it requires intense micro from the player trying to pull it off and it is still really hard. |
This was a pretty good game, but to answer your question immediately about why you lost it was because you fed in AT units one at a time until he overwhelmed you. FaHu did a nice job of keeping up the pressure on you tried to set up which didn't help you.
Here's some more detail:
3:15 - Rifles retreat when they should have fired just a little longer. An early model drop on him might have given you way more early field presence. You are unlikely to be sniped on retreat by a Gren squad
Your decided to go with a four rifle build. I cannot recommend this build order. The MP bleed is too high and the waiting for units like a mortar or stuart too punishing.
You forced him to drop a Flamethrower and then picked it up with a captain, but it probably would have been better on a rifle squad, which was nearby. Not a huge deal, you just have to deal with really annoying micro problems when you tell the cpt to target vehicles forever after.
Your stuart was too passive when you first got it. Also always sweep for mines in areas where you are about to send it.
At one point you had 3 rifles and there was one MG in front, but you did not push the attack otherwise you would have taken your whole side of the map.
You upgraded to Mjr but didn't use the Mjr to cap for a long time. At least force the Mjr to stay near your troops so he can gain vet. You could have also used his barrage to force away enemies occasionally.
Jacksons are really, really good against P4's but they need a screen. You should have put something between them and enemy more often. You did get really bad RNG on the first one, that I cannot say was your fault, just bad RNG. FaHu did anticipate and had the shreks so good on him.
In the next game be careful about leaving AT guns without enough protection to keep tanks in front of them. You ended up spending ~1000 MP on AT guns and ideally you should only be buying the gun once.
It didn't help that your ally floated 1000 MP for most of the game, and ended the game with 1500.
Such a close city map is hard to move around on, be careful about being locked into a battle you cannot win.
Don't blob your RE's, even though you really want that alpha strike damage, spread them out so they can fire more than once.
It probably felt like there was nothing you could do to win, and I agree as you entered the 20th minute that was probably true. You had to rely on them to make a mistake. Instead you need to be on par or better equipped to beat them. The German late game is still very potent at times, and you saw that there. I also think it will always be an uphill game when an Ally plays like they have ~160 MP income all game, you are really going to have to outshine your opponent to stay even.
Overall you did fine, but you can improve in some areas and I think you will find that you can win games like this more often. |
Grens aren't really supposed to counter Rifles with a Bar, they only need to stay competent against them. PG's are supposed to be used to counter Barred rifles. And here is why:
Grens come with a huge number of tools, snares (no tech), nades (no tech), free MG upgrades (current tech requirement only delays appearance). [Before you jump on me about free MG's understand what I am saying is only that you don't have to pay to unlock the opportunity to buy them.] They also come in a faction that is designed around holding territory so in this role they excel, dealing good long range DPS helps to protect MGs from flanking units.
PG's on the other hand are meant to be powerful AI and should appear some time after the vet appears on the rifles. This is the problem, they struggle to gain vet fast enough to keep up with rifles and at some point become such a MP sink that you fall behind. It also doesn't help that simply by picking American you forced Wehr to build a pak early to protect against the deadly stuart, which if the American player forgoes you end up a PG squad down to him as he beats you with rifles.
Now the American player should have to choose to get AI or AT on his rifles, mixing is inefficient. When he does this at least one squad is easily beaten by Grens at all ranges. If instead he upgrades his RE's with zooks he should now not have the munitions until later to get Bar's and your grens should hold the advantage this whole time.
Currently in game what actually happens is that the American player gets a couple of rifles and picks up a mortar. He then goes on to bleed the Ost player for having an MG, which is required. The Ost player rushes around trying to deal with American rifles by upgrading his Grens, but now the American player can seemlessly transition to the Stuart and pick off more models. If the Ost player drops PG's the stuart can now close the gap and punish the MG, since he won't have enough munitions for everything. If the American player does not see PG's he can easily afford to get another mortar and bleed the Ost player trying to bunker down or get a pak howie and do the same. At this point the powerful rifle blobs start to come into their own and late arriving PG's simply won't keep up.
The last issue here is the problem of the USF mortar regularly wiping Gren squads. This issue is so painful because without Grens to support MGs the map falls into USF control and fast tech to the Stuart forces an even more lopsided game as the Ost player scrambles to get the pak.
My analysis at the end of the day is this: USF currently holds too powerful a tool. Other factions don't seem as unfairly blessed, although Penals are also a bit of a problem. Brit's are stupid because if they survive to the late game Ost is basically helpless against the tank spam which it cannot hope to match, while Brit infantry continue to increase in effectiveness as more and more upgrades are given to them. Ost grens are not so much at a disadvantage as powercreep and a couple of glaring issues with USF make them feel weak. |
Hey Ober,
I will take a look at this later today and post some comments. One thing we can all work on all the time is unit preservation and smart retreating. No one is perfect at it and it should be our goal every game to only lose squads when we decide that we no longer need the squad and want to get rid of it.
I see you had a chance to play against FaHu, maybe you even got casted! |
The game considers the Base Flaks and Luftwaffe Flaks to be different units, so they can be changed independently of each other. For simplicity and logic's sake, they should probably just gain the MG Bunker.
Good to know, but I also like to avoid confusing players by offering two of the same unit but with different stats.
The base flaks still remain on my list of things I would like to see changed since they are for a faction that used to lack snares on their infantry and could be hunted down by clown cars. I see very few reasons with they should retain this benefit. If the issue is still the timing of the clown car then the clown car needs to be adjusted not an entire faction. |
Unit is bad, real bad.
OKW should lose base flaks and gain bunkers as Elchino said. Flak emplacement could then get some love of some sort.
Maybe they could get the shoot through ground bit and some more suppression so they could function to protect cutoffs. Crew should probably not be killable. |