The difference is that luftwaffe deploys it in the map so the plane can be shot down and even the resources may be captured by allies.
Almost 100% certain Luft supply cannot be shot down. Also placing these at the cap near your own base makes it near impossible to cap by allied players. In larger games it is impossible to contest drops. |
At the risk of harping on this topic, which is being covered in multiple threads, Lend/Lease drop needs to be brought in line with German drop. Currently German drop is outright better in every regard (you can pick the type of thing you want, can't be shot down, more resources per unit use) except it takes longer (although this can be mitigated by just allowing boxes to drop and then picking them up latter. |
i give up on trying to talk to forum people
Please don't.
I think we can safely ignore mycalliope, I also find your comments insightful and interesting regardless. |
why do people still complain about volks shrek. yeah sure its a mainline infantry with a portable AT weapon, but they are probably the worst in terms of scaling with allied infantry.
upgraded vet allied infantry will pretty much always beat volks unless youre making a retarded decision to attack a fortified position head on. if you want to deal with enemy infantry effectively youll want to utilize elite infantry/vehicles
people also complain about the homogenization of the factions, and you do realize giving volks panzerfaust and moving the shrek to sturmpioneers is basically what ostheer is right? and then lets move the mg34 to HQ as well! hmm seems familiar.
im 100% ok with volks keeping shreks, i think it adds uniqueness to the faction. in addition allies have a variety of ways to deal with them anyways so yall can just fek off
I agree with the homogenization comment, the requests to add mg34 and shreks to Sturms just means Wehr with a slightly different buildings.
However, about the volks with AT. They do lose to allied infantry (assuming the Allied infantry went with AI upgrades), but their shrek gets them vet quickly, and they get vet 5 every game. They are always threatening to become a blob (cheap AT infantry with reliable AI performance, even a commander that rewards it), and in team games they are outright nasty. They can be rebuilt for cheap if lost, will always rapidly recover vet, can be largely a-moved, and their AT makes them very difficult to control as later German tanks, which require Allied TD's with limited AT, appear. Volks shreks are also extremely potent per shot, meaning when they land on light vehicles they often result in the death of the vehicle. In team games volks become even more effective because of their ability to synergize with suppression tools to such an extent that they cannot be reliably dealt with.
My argument really is, while they may not look threatening in smaller game modes, as the game mode grows their potency also grows and this is not good because it means OKW becomes the be all end all of large game modes, where I would argue they still hold several advantages over all other factions. |
Any chance above 0 is still a chance. I would like to see the "flying over hostile base" mechanic also applied to the axis drop, to give a little more counterplay. The whole not dropping in base aspect can be considered the tradeoff for having the freedom to trade your manpower (more easily attainable resource) for either fuel or muni.
At least IMO.
I agree with this, and in team games it is even more of an issue because of the increase in the number of base emplacements and Schwers. For instance if the chance to hit the plane is 0.5% per shot, and the OKW base structures each fire 10 rounds (two bursts), and there are 10 of them, you have a 40% chance to shoot down the plane. Even if there are only 5 base 20mm you have a 20% chance. That is pretty good for just picking a faction. Either both planes need to be vulnerable, or neither, because in 3v3 and 4v4 after the 8 minute mark getting Allied supply drop to your base is straight up impossible.
The argument before, that OKW did not have fuel to buy its own AA unit every game, is gone. If you want AA get AA just like everybody else. |
Would pretty much be JLI minus the snipe crit I guess.
The crits for JL are pretty important, so the squads would function quite differently, but Stormtroopers with G43's would also gain Integration, which would provide very critical intelligence that could be acted on immediately. G43's would also avoid their current near complete overlap with PG's. |
Obers might be non-doctrinal but they also come very late. They need that LMG to have any meaningful impact when they come out so I don't think their LMG needs to be much more expensive at all considering their already high price + pop cap.
75 ammo would be fine.
P.S.: All LMGs focus one model, or am I mistaken?
Sorry about the confusion. My point with LMG's is that in other factions LMG's are multiple per squad (excluding grens which have 1 again). In these squads the player cannot control which unit is targeted so the DPS can hit more than 1 model, slowing down model drops. |
Wow that would be really interesting, because the cost for the G43 is lower, there is no movement penalty, and their role as harassing units would be further emphasized. |
he invested into heavy anti tank (panther) you invested in heavy Ai (he shells of sherman). park a pak behind your sherman and his heavy fuel investment is negated while you continue to wipe 4 model squads left and right with your sherman.
really whats the deal with panthers? they got so little AT and AI dps, small range ( cant outrange his oppopenents)
The Panther, is highly survivable and its DPS against infantry is hardly something to disconsider (basically lmg gren). Its high armor negates a single AT gun, forcing tech for another AT unit, and all this while denying Allied armor the field. Its early presence guarantees that it will get vet sooner and more of it before larger number of tanks appear. Assuming he is OKW, I am not shooting at 4 man squads, but larger 5 man AT squads. These require a Sherman to control which will face so much AT as soon as it is built it will fail to make any impression. Building TD's is no better since it allows blobs of volks total map dominance.
In larger game modes the Panther is already a potent threat, with these changes pushing the timer up makes it straight out ridiculous. |
schreck upgrade also 120 munition pls. But I want for that price two of them.
seriously some people are really overreacting, like girlys in a outlet mall.
OKW Panther is too good for its current place. It should be in Schwer but require an unlock within the building to build.
Oh yeah when the panther hits the field, every allied tank will instant detonate
I really don't think insulting people is the best way to go about making an argument, especially when you imply that your opponents are immature.
In any case, the OKW panther, which is an upgrade from the regular panther, now arrives early than the Wehr panther,for the same price per unit, and shortly after medium tanks arrive. How do you propose a single Sherman take on such a powerful opponent, which has been gated or very limited before? In team games panther spam will come back with a venegance and no Allied faction has the tools to deal with it seriously.
Yes mines can work but only to some player skill cell becuase ofter that he will simply know there is mine , he will sweep them and he wont drive trought obvious mineplaces.
Yes mines can usually work but i dont think its fine to count on them because sometimes it work sometimes not.
Also by the time i get luchs enemy will have mines too and he will also tech for At guns and At nades and maybe even posibly guard to button your luchs (he will get map with clowcars if he does not screw it up) so you you will get shock value that is good but also soonly can come su 76 or t70 and then it will be equal fights.
Im not saying its bad to punish him for his tier 1 opening and it should be that way i just want to tell you that its not good when you need to rely only on one build to counter another. Thats why i want to give them fuel back and increase price of luchs mechanized medic and flak hq by a bit of fuel so you can have diverse build orders at least (eg will i hold clowcars with shreck and medics and i try p4 rush or will i rely on early mines and rush p2 luchs , becuase right now you have only one option.)
Agains maxims its possiblein some maps but surely not on all of them (semosky , kholodny - he get church and munny house and then you are in bad shape , arnhem , kharkov , faymoville )
Also every good player will move his maxims , and they are really potent even on open if you can cover them well.
So i think there are possible strat to fight it off but it would be much better if we diverse game and you can choose between luchs or medics into p4.
Yes i agree with you I just want to tell it will be too stale if we dont change teching somehow.
I am also concerned about tech and boring stale strats, but the speed at which Luchs arrive completely negates clown car play. You would have to be very ballsy to try to beat OKW with clowncars, because if you fail you will automatically lose the game at minute 8.
For maxim spam, I think the OKW still field some mighty powerful units. I have no fear that they will be able to control maxims. In fact now that they have a commander that gives flames you can pick that up if you want. Or you can invest in ISG's when you build the structure and completely shut down maxim spammers. If he chooses to bunker down in buildings you just need to wait until flame nades to make a push and maneuver elsewhere until such time. In most games you will have this no later than minute 5, and regardless if he bunkers down he cannot cap points giving you the initiative again. Maxim spam will be annoying until you get the tools after that its just mop up duty. |