Took a while to think about this. This post still sums up exactly how I feel.
I don't think it's elite riflemen that are a problem anymore, riflemen may need a SLIGHT nerf (slight is capitalized for emphasis) in the way of their long ranged damage, but that is it as far as riflemen go. Again, I don't think that's a problem with the doctrinal ability.
As far as the Soviet Weapon Teams. I'm a little perplexed that this hasn't been the case yet because I assumed that German Weapon Teams were hardier per model to compensate against the 6 man squads. Just take away two models from the soviet weapon teams and spread their stats throughout the remaining four. They are vulnerable to flanking maneuvers, the problem persists that snipers are WORTHLESS against Soviets and decent against US. This would fix that while not making them anymore vulnerable to small arms fire.
Long range combat isn't a problem. Infact, when I do play OKW, my time spent to microing a glass cannon (sturmpios) has really taught me just how important true vision and tactical movement really can be. Sturmpios drop like flies, but if you handle them well, bait a riflemen squad around a corner for example, you really can handle the long range advantage very well. As what Romeo said in the post I'm quoting, it's not short range combat, it's that certain units are underperforming. Paratroopers could use a little attention, though I've been pleasantly surprised with their thompson upgrades more than once, and PGs haven't been relevant in quite a long time.
You do understand that a german sniper kills soviet 6 men teams as fast as a soviet sniper kills a 4 man team?
If soviets are to get 4 man weapon teams, axis should get 2.75 man weapon teams, because ALL axis units have proportionally higher DPS, so for example, a gren squad kills a 6 man maxim team just as fast as a conscript squad kills a 4 man weapon team. |
Yes please +1. One thing to note. IR pathfinders arty = time on target artillery barrage.
Only that IR pathfinders barrage costs 140 munitions and only takes 3 seconds to arrive, while ToT barrage takes like 8. |
tbh, i don't see a problem with them, yes they are abit too cheap, but nothing gamebreaking to be honest. They have a pretty long cooldown,yes they are cheap. I think putting them to 15 or 20 munis would be fine. |
Some new maps in automatch would be nice. |
US late game is actually very strong, it's just that it requires VERY intense micro. Jacksons are the best TD in the game pretty much, only downside is low health, shermans are basically a stronger t-34/76 and the m8 scott is great.
Rear echelons with vet 2 become a 5 man squad, so they are very good for carrying bazookas. |
I think it was nerfed pretty heavily. |
Well, i was talking about 1V1. You need something to reliably kill infantry, because mid-late game you got no infantry that can stand up to LMG grens or obers or whatever axis infantry. So you got to have something to kill infantry. SU-76 is very unreliable, katyusha is a very risky move, and su-85 is useless on alot of maps, and even those open maps you just get utterly locked in because of good axis handheld AT and paks. So T3 is the best way to go. Or just wait for call ins. Soviet T4 is just simply not worth it at the moment. |
Don't, never go T4, t4 = you lose. |
Please do swap the t-70 with an su-76 |
Thread: ISU1521 Aug 2014, 19:49 PM
Well, usually, you will want to put on the pressure and win before he gets the isu-152, if he is saving up for one, it should be fairly obvious because of no tanks, and 260 fuel is very expensive. So use your armor and infantry to crush him before he gets the ISU-152. If he does end up getting one, a MASSIVE , all out assault needs to be made. Infantry and tank coordination are key here. Some effective off map to break his support weapons is also very usefull (for example fallshirmjager + stuka strafing run ability). Do not bumrush the isu-152 just with tanks. Always support with infantry. |