But I noticed he gets two Riflemen models plus two RET models with Garands. I've wondered if those two RET models are actually weaker than Riflemen models even though they're both armed with Garands. It feels like the LT fares better in engagements than the CPT. The CPT won't stand up to Strums but the LT will. Maybe it's my imagination.
It is your imagination. Statistically, they are identical. The Officer has a Thompson SMG that is about on-par with a Grease Gun / STEN Gun, the rest of the squad have standard Riflemen M1 Garands. All models have a target size of 1 which makes them marginally less durable than Riflemen. |
OKW has Volksgrenadiers, Panzerfusiliers, Sturmpioneers, Obersoldaten, Jaeger Light Infantry, and Fallschirmjager. That's 6 different types of Infantry, arguably more than any other faction depending on how you classify certain units. And that is discounting the fact that you already get one of the best elite infantry units in the game as a stock option, it's no wonder they have trouble making some of them stand out.
With the bar already so high, trying to top it is only going to result in balance issues, such as having a unit that has effectively 4 Bren Guns at long range or 4 PPSh's at close range whilst being unrivaled at mid-range. That's my problem with Falls, they have no weakness, the best thing you can do is try to counter them with an even stronger specialist in their niche like Shock Troops up close or M1919 Airborne at long.
I agree with Vipper that they might be well served becoming an infiltration/ambush unit like Partisans and Stormtroopers. This is a role that is unfulfilled in OKW's ranks despite having so many options. Maybe 1 FG 42 (possibly boosted) and 3 Stormtrooper MP 40's would serve them well, alongside bonuses for attacking from camouflage. |
There will be:
For the very small percentage of players who cannot play on the 64 Bit version, we will be creating a Legacy 32 Bit beta once 64 Bit is rolled out globally to all live users. Full instructions on how to access this will be posted at the time. |
Why should they get 7 men? why don't grenadiers get something ? they are only a 4 man squad and a crazy lacking late game... and mid game.... and even early game for that matter...
They get an LMG 42, the best LMG not on an elite unit, as a standard upgrade. The only better ones are Obersoldaten MG 34, Commando Bren, and Paratrooper M1919, in that order. At Vet 3 they also gain damage resistance which makes up for the smaller squad size. In the wider scale, they have premium machine guns, anti-tank guns, medium tanks, tank hunters, assault guns, and rocket artillery to support them.
Conscripts are support units, have no weapon upgrades, and are surrounded by a number of sub-par units along side a few gold nuggets that keep the faction afloat (T-70 and SU-85). They bleed heavily and struggle in the mid-game and used to struggle in the late-game until the 7th man upgrade was added. |
Problem is than then 200 mp infatry will be able to dislodge garrisoned mgs on its own.
I would test moving the flamer to urban and merge with flame grenade that now would be available to RE.
Rifle-grenade could be move to rifle-company and moved to riflemen using the AT grenade animation, on could combine it with a "hit the dirt" type of ability.
That would probably fit the theme of both commander better.
USF is already munitions heavy so I would even suggest making Flamethrower Team a call-in squad, 4 Riflemen with one Flamethrower. |
I would rather see them get PPSh's as a stock weapon upgrade, but the team is set in their mind that Conscripts are primarily support units, so the squad size upgrade is fine for that purpose. |
I can agree that buildings are inconsistent but the suggestion to make some light artillery counter them and some not or make some flamethrowers counter them and some not would make this considerably worse. You cannot fight inconsistency with even more inconsistency.
My observations with buildings is that it's often hard to tell at a glance how stable a building is ever since they reworked building damage awhile ago. Stone and brick buildings almost never take visual damage even on the brink of collapse, the largest stone building could be one grenade from death but would have maybe 1 or 2 holes in it. |
He literally says 2 gren squads there.
Obviously 1 will be beaten, that's the sole purpose of shocks, to roll over long squads that aren't StG obers or PGs who know how to use nades.
Maybe I misunderstood then. Since the Grenadier buff he mentioned was adding a third G43, I understood "2 G42 Grens" as Grenadiers with 2 G43's as opposed to 3 G43's. |
Yes buff g43 grens, its not like 2 g43 grens beat a shocktroop
At close range the G43 does remarkable damage, however a Shock Troop PPSh does more, and there are 6 of them vs 2 G43's. The Grenadiers will probably kill one as they close in and another during combat, maybe even two, but Grenadiers will never win on their own against Shock Troops. Really Grenadiers and Shock Troops are as incomparable as Conscripts to Obersoldaten. |
I agree with thedarkarmadillo's opinion that as long as jackson TD is a doc unit there is no need for any
speacialized shermans. But, let's say (just my opinion) if jackson was replaced by M10 TD, then I certainly
think speacialized sherman(premium stock medium) will add and diversify the USF late game.
So, imagine this:
Jackson is replaced by M10(stock as mentioned)
Sherman76mm is replaced by Jackson(in Mechanized commander)
M10 is replaced by Jackson(in Amour company commander)
Sherman76mm becomes a stock premium medium(maybe after a side tech)
PS: This only my opinion. I am not an expert player. I have no idea if it play fine if at all implemented.
Please, do not bully me for this.
You would need a complete rebalance of all Axis armor Panther and up, which would in turn require a rebalance of all Allied heavy armor as and tank destroyers like the SU-85. If not, well I could not imagine USF having to deal with even a Panther or Tiger I with only an M10 and a Sherman, it would be a disaster for USF. |