Personally I feel every faction should have some sort of demolitions, even if they're timed charges like the Airborne have, with no direct combat use. Demolitions charges are important for clearing war obstacles, including:
Bridges (neutral)
Walls (neutral)
Bunkers (axis)
Trenches (axis)
Reinforced Barbed Wire (axis)
Tank Traps (neutral, axis, allied)
Fighting Positions (allied)
Forward Headquarters (allied) |
I don't agree with all of these, but for the most part they're pretty good. One thing though, you forgot the Easy Eight! I'd suggest a simple cost increase from 380 Manpower, 135 Fuel to 400 Manpower, 150 Fuel.
Reason: The M4A3E8 is priced only 10 Fuel higher than the Ostheer Panzer IV and Soviet M4C, but is vastly superior to both. |
Even the USF HMG guy runs a very wide turning radius when retreating.
I think he's actually "pushing" an invisible HMG around, which is why he does that. It's also possibly why the M2 sets up and packs up so fast. I never thought to try and rotate it though. |
Make sure everyone's game is up to date, if you're using a custom map, make sure everyone has the same version as well. If that doesn't help, go into properties > local files and click "verify integrity of game cache". |
It fires almost twice as fast, about the same rate as an average tank. For such a big gun, that's pretty fast to get 3 shots out. They also have slightly tighter spread than a normal shot. |
For example, if you just spam easyeights, the easyeight replaces the normal sherman. It cannot take the role of neither the jackson, nor the M8 scott. You get quantity in exchange for versatilty.
Actually the Easy Eight can replace the Jackson to an extent. Its 175 Penetration is the highest of any Medium Tank, compared to the M36's 200. It doesn't have the range or damage, but it makes up for that with superior health and armour. The armour is especially of note, being the highest on any Medium Tank excluding a Vet 2 Panzer IV Ausf. G (215 vs 234). |
The Zis overperformed for me in the last patch on Semois (summer)
I lost my top fuel to OKW, who set down 2 bunkers.
So I positioned the Zis just outside my base and started to attack ground. This did for both the bunkers.
But here's the thing - after the second bunker was KO'd, the gun kept on firing, regularly. Without encouragement. And after I had retaken the fuel, and went across the road towards the top ammo pint, the Zis was still firing readily, regularly, and took out a third bunker on the far side of the road. And it kept firing after that, until eventually I redeployed it to the south, down the road to my cut-off, where it helped take out a KT.
I wish I could show you the replay - I lost, BTW - but that Zis was something else.
Could you explain that better, I'm not sure what you mean other than the ZiS helped kill some bunkers and a tank, which is what it was meant to do. |
I can't understand, that Russians hadn't the Commander.
In 1944 the Germans were poor on fuel and Luftwaffe.
Because the game's timeframe is a mishmash of 1943-1945. |
That's true, but when blobbing is the only thing I face anymore, it sort of justifies having the ISU as it is. The only time I don't see blobbing is when I'm playing vs AI. It might be bullshit, but so is the roflblob that destroys everything in it's path. Unless blobbing is changed, the ISU probably shouldn't be either. |
I love it because it's the only thing that hard-counters blobs with about as much effort as blobbing. None of that lay a trap with democharges and mines with 3 machineguns and 2 flankers on the retreat with a knife ready to sacrifice the goat and a tub to bath in the blood for luck bullshit. They blob up all their army, they rely entirely on the unstoppable blob, meet the fucking blob eater delux! |