Luchs is fine. If anything the T70 is a light tank and should have the same health as the Luchs and Stuart for extra funtime lulz. |
It's definitely universal. About the only issue with the change is that it uses a new crit effect that allows tanks to blitz with engine damage. |
The only automatch 4v4 that really has issues with FHQ is La Gleize. Both cutoffs have stone structures adjacent to the capture circle.
On every other map it can be avoided. Simply skirt around the HQ. On Lienne Forest, just ignore it. It is possible to hold the fuel while the enemy has a FHQ in the closest building (on both sides).
Steppes doesn't matter.
City 17 can be a bitch, but you just shift mid and take that VP, hoping that your buddies on the open side secured that portion of the map. If you are starting in the north there is no reason why the enemy should put a FHQ on the big building overlooking the fuel point.
Lanzerath is difficult, but the houses near the fuel points can quickly be brought down with concentrated fire. Often times it takes 3 or all four allied players to shut down fuel. That allows your teammates on the other side of the map to cap the right side, even harassing the enemy fuel if they are highly concentrated.
Your point about the Katyusha and Panzerwerfer isn't necessarily true. With the current tech system, Soviets can obtain rocket artillery much faster than Ostheer. If Pwerfer was T3 like it was in closed beta two and a half years ago (like the voice actors suggest) Soviet v Ostheer games would be significantly more evenly-matched.
Walking stuka is certainly helpful against FHQ. The trick is to push back enemy MGs so your MGs can move up to suppress and pin infantry around the FHQ. Drop incendiary and/or flank enemy mortars, forcing them to move.
FHQ isn't that difficult to beat in 4s. It just takes some lucky indirect fire rng, time, and pressure to force your enemies into one space so your teammates can cap around it.
+1
I've used and had FHQ used against me quite a bit in 4v4s and this pretty accurately sums up my experiences with it. Number one suggestion vs FHQ is to not rally all your forces against it and to not build too many mortars as doing either of those are a sure way to loose map control. |
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No need for replay, all axis vehicle can use blitzkrieg with damaged engine now because of amazing programming skills of chimps relic employs for coding.
At least blitzkreig no longer causes tanks to slow down instead of speed up. |
Pfuss spam mostly occurs due to a lack of effective allied MGs. Maxims can only pin a single squad while the American 50cal 4 man squad melts with a big enough blob.
I think it would be more appropriate to compare penals to rifles if you wanted to upgrade their damage profile and examine match ups they'd encounter. Specifically riflemen from elite rifles that can upgrade a flamer.
Would they be spammed? Possibly, it would depend on the meta, but rifles without smoke, without a standard grenade, and without an AT snare with vet probably wouldn't fare all that well by themselves. Sachel is nice but it is only going to work against emplacements and buildings. Oorah at vet2 is again helpful but doesn't dramatically change what a squad of penals can do in an engagement.
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Don't think I've ever seen the snipers described as a "machine gun" at close range (especially the Sov one).
Thanks for the laugh.
I'd actually like it, if the spotter in the the sov sniper unit, acted like a, you know, spotter to some degree. But my personal preference would be to remove the extra man altogether.
Currently, there is no real use for the extra man in a sov sniper team, unless you're in a sniper duel which makes having the extra man too much of an advantage, or you fuck up your micro with it in the first 7 mins of a game, and get caught by a Kubel, low vet volks or unupgraded grens (which I think is sucky, as the high risk/high reward unit should be lost if found in such a predicament, much like the Ost sniper should be lost in the same situation, but rarely is).
I'd like to see both units be rebalanced.
One option I've seen thrown around would be to reduce the soviet sniper team to one man, increase the health of the sniper model to 80 or 82 (if that is considered balanced for the Ost sniper,) and make the soviet spotter a squad upgrade that adds an extra model and increases sight range at the cost of 90mu or 180mp. |
80 damage, 25 damage at radius 2, 12.9 seconds per shot, 10 angle 10 max 0.1 distance scatter
80 damage, 28 damage at radius 2, 6.9 seconds per shot, 10 angle 8 max 0.08 distance scatter
Scatter values are better the lower they are.
Now then boys, which one is the super OP 120mm and which one is the clearly horrible Ostheer mortar?
When you put it like that Cruzz it makes me wonder why I would ever want to build a 120mm. I honestly thought it still had a better AoE profile. Does the 120mm even have an advantage over the 82mm anymore?
I suppose if nothing else it still has the range advantage... |
Last resort, sure, but valid alternative to retreating with certain squads? Definitely not.
You can't even use your core mechanic without shooting yourself in the foot on the long run.
I'm slowly getting fed up of seeing underused but reliable abilities getting nerfed for no reason other then relic having a bunch of chimps as coders.
Balance devs might have some clue, but coders should man the paddles at galley which they would first have to code themselves the way it doesn't sink, taking them to the bottom of the ocean.
Maybe I'm missing something. If I have a 2 man guard squad and a 6 man con squad I'm either going to have to retreat the guards or I'm going to have to merge the cons into the guards and retreat the cons instead. Either way I will have at least 4 con models worth of durability on the field. The only difference would be that one option seems them equipped with guard rifles and providing vet to a guards squad while the other sees them with con rifles and providing vet to a con squad. You are right that my guards will be a bit less durable for a while but I think I would rather take the better immediate field presence and just reinforce the guards properly the next time they have to retreat during an engagement. |
Oh, cool.
So now even merging with penals/guards is a horrible idea.
At least its even more worth it to steal weapon teams.
It's still cheap at least and keeps the unit on the front line, so there's that. Better stay behind that green cover after you merge though. |