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Red Bear, even though we are in rival clans and I hate you very much, I will respond courteously to your thread:
non, monsieur.
jk.
I like you.
also, btw, I think USF AT gun shouldn't get pen with vet. It should get high pen like all AT guns then increased accuracy, RoF, or whatever AT guns usually get at vet.
Why would you build a tank for denying cover though? It seems redundant since at that point in the game tanks just blow up all the cover or kill infantry outright with their high burst damage.
Infantry flamers i can see why you might differentiate them there are tons of other options for anti infantry upgrades.
However for a tank it is either going to be better or worse vs infantry than something with a cannon and if its worse you will go for the unit that can also engage other tanks. In other words flamer tanks can only be anti infantry specialists or serve no strategic function in game.
I can see the intent for infantry and the results seem like a positive direction for infantry(i try to avoid green cover and garrisons vs flamers) but for tanks the changes just don't make much sense
I think it may be a way for a player to push of high-vetted infantry with LMGS. With such high dps, penals, cons, rifles can easily get repulsed by LMG Obers/vetted LMG grens, which are useless against a KV-8 or a Croc.
Ah i almost forget about that abilities like bomb or cannon run... and they can spam them all the time...
Lol what? Ostheer can spam call-ins?
The only time I can conceivably spam any sort of off-map is with CAS or deliberate construction of muni caches. In that case, Stuka CAS from Lightning War, Blitzkrieg, or Jaeger Infantry is the go-to spam, but that happens in rare cases.
Also, as a note, *Wehrmacht
Finally, everything suggested here would work to counter blobs. MGs, Pack Howitzer, Centaur, Mines/Demo, etc.
I don't know what your rank is but, typically, as players get higher ranks, blobbing is encountered less often in 1v1s and 2v2s the closer one's rank gets to 1.
It was pretty common during ww2 to destroy tanks by throwing molotovs or granades inside. Ofc if you were not able to throw it inside you would aim the engine but that made tanks hard to repair, removing smoking bodies from inside is much less of a problem. Such tanks could be and were used then.
You wouldn't throw a molotov cocktail inside a tank. You would throw it on the engine, or on the treads of tanks (if they were made out of rubber) in order to disable it.
I mean, any fire could potentially disable a tank. The Finns threw molotovs on the back of T34s over the engine block so the crew would be forced to evacuate because there would be burning alcohol on the air intake for the engine/crew and exhaust.
Essentially, you don't have to make a tank an oven, you just have to make the crew unable to breathe so they're forced out.
Hmm looks like someone got his pak/puppchen/shrek walls wiped out
L2P and adapt. Build vehicles, it's not sim city or ANNO2070 bro.
I don't mean to be rude, and my French has been rather poor in recent months, but, I must say, with all due respect, fuck you.
This is most certainly not a L2P issue.
Frankly, the issue that Iron Emperor has brought up in this thread is a legitimate issue. Every off-map artillery/air-strike ability that belongs to the original and the WFA factions needs to have line of sight to be called in.
If you, or someone else would like to prove me wrong, then so be it.
But in the meantime, don't be a condescending asshole.
Aggressive sniper + grens to keep me mobile worked out well. Would've been better with G43s but, hey.
After watching OCF today and yesterday, I'm starting to crawl out of the "camp a VP, fuel, and muni point and pray for armor" mindset and play more aggressively.
I like what dasheepeh said in his list of things. SU76 does overperform. Penals really aren't that great.
I see a theoretical use for them in a 4-conscript build in an urban setting, replace one con with a flamer-penal to help flame out houses. Then, you would tech to T2 and get an AT gun. Then at nades and molotovs. Thus, you've got a strong, mobile force able to take out infantry and vehicles. Add in a mortar, MG, 120mm mortar, guard or shock troops and you're good to go.
I think the lower tier cost really opens things up for soviets.
It's amazing, really, that Soviet play went from building 1 or 2 structures and then call in rape meta to the potential (or necessity) of building all 4 tier structures.
In all honesty, I really wish Relic could just nerf stats on WFA indirect fire rather than eliminating the direct/indirect fire feature. It really was nice being able to fight back against infantry charging the position.