Tigers?really?Its fodder for is-2,jackson and skillplane currently.Tank is a joke..glorified pz 4.
Yes, really. His post makes complete sense to me. "If you don't bleed early game and don't lost map control as Ostheer" (this condition is very very important and kinda hard to accomplish at the current state, at least for me mostly because of "free" units), you are gonna have a PAK-WALL, at least a StuG E and one tiger late game which can easily deal with anything USF can throw at you.
PAK-WALL is also very effective versus IS2s, just need good placement so they don't get ass raped by shocks and incendiary barrage.
Bottom line, late game is not a problem as Ostheer "if you survive early and mid game". That's the problem. |
On that matter: Is it true that the Railway and 240mm arty always land the first shell directly on target? I've not used the 240 with enough attention recently to check, but I used railway recently and it seems to hold true (not rigorous testing, ofc)
I also have this feeling that they both kinda chose target, specially with the first shot. |
The USF at gun is fine. 70 range with vet 1, sights for itself, best rate of fire in the game, low pen but with AP rounds has almost the same pen as zis-3.
Bazookas do not need a buff. If zooks got better then we would have the same horrible bloberino we see with volks.
They just need to be 45 munis
About the ATG you might be right, but when Axis big guns hit the field, even with AP rounds they are not gonna do that much in a real combat scenario, and with the current meta (spam till tiger) they are not gonna vet that fast.
About Bazookas I have to disagree, because Rifles lose both DPS and slot for BARs. Since Axis armor generally have both more HP and armor, they are not gonna be as effective as a Schrek blob. This has to be tested though, but even if the research price and weapon price is reduced, I still would not use Bazookas because of the DPS loss. Unless they are actually powerful, not just cheap, so you can counter the infantry with M2 HMG and shermans, and you can rely on your Bazookas not to suck.
Great point. Far better to fix the heavies themselves that Zookas are useless against than the actual Zookas (which hopefully would fix mediums a lot too).
Zooks also suck versus PZIV and StuGs, big time. |
All dem tears of axis fanboys, because Jackson FINALLY can counter panther/king tiger
PS. From what I noticed Jackson still barely penetrates panther from long range.
USF is still broken in regards of AT capabilities. You have Jackson and... yea that's it, Jackson. IMO their ATGs needs huge pen buff, high ROF and reduced damage to deal consistent amount of damage to heavies while being potent versus medium armor. If they buff Bazooka and ATG this way, your hands are not tied with Jacksons. |
They reacted to stuff like pshrecks, making pshrecks even more effective AI.
Same for AT gun shots.
Basically if everything bigger then rifle bullet landed near a squad, they would shit themselves and hit the ground.
Well that sound like Relic, removing a mechanic instead of balancing it. If it was up to me, I would add this heavier units which don't have AI capabilities to be able to buy a few seconds to run. Units like Jacksons, SU85, JagdPanzerIV or even ATGs and of course mortars. But not units with good AI capabilities like Tiger, KT, Sherman etc. |
Its interesting idea about supression.
We had "infantry reactions" before which was kinda like suppression, I don't know why they removed infantry reactions on the move. It's better than mortars having suppression IMO. Look at Pack howi and LeIG, sometimes they insta-pin 2 squads with a lucky shot. Enabling infantry reactions again would be enough IMO.
PS: In case some people can't remember infantry reactions: Infantry used to stop moving and went prone for like one second after an explosion. This would also help fragile units like Jacksons to slow down infantry. |
Well you can't compare these two commanders, but Mechanized assualt is kinda abusive with that StuG E and with decent micro you can have an easy win. |
Repair the bridge.
And like I said before, most wipes caused by demos have source in lack of enough micro.
Taking point auto in the middle of the point; going straight into obvious demos placement becase jumping through fences is too much micro; same like capping et the edge on the circle. Just 3 micro issue to improve and demos will almost never wipe your squad. Add sweepers to this and you will be safe 9/10 times.
First of all. DUH, repair the bridge, I've never thought about that. It's not like that I want the element of surprise, I'm gonna go ahead and make a big ass explosion, wait until I repair it and my enemy won't notice that. Sorry for being kinda sarcastic about it, but "Demos should be sweepable".
Your next point is valid and I totally agree with you on that one.capping is a lot faster and safer if you intelligently queue capture orders over fences and when in doubt, capture manually by just standing in the capzone (specially behind cover since some TPs have yellow/green cover) instead of just issuing an order on minimap.
But again, my main problem is that Demos are more punishing for non-blobbing players. It's not only about capturing territory. I myself use this and god knows it feels good when you blow your enemy's squad up to hell when they think that taking cover behind that sandbag is a good idea. Sometimes it's good to use your first 90 muni on a building or green cover in the enemy territory and just wait for them to enter the building. |
Protip : you can easily shoot them now, last patch they lowered the armor of the democharge so shooting at a detected demo destroys it very fast.
That's not what me meant, at least I think so. It's stupid that you are "forced to blow it up" to disable it. What if you want to keep the bridge/building intact? |
Fix the HVAP (or don't maybe it's intentional).
Ostheer--> PAK40
OKW--> Panther/blob
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