What I really dont like regarding population, which is often is ignored completly, is the way how UKF and USF works.
If we take Sov\Ost\OKW we will see that, all three of the factions are much more inf based then both USF and UKF.
To be more clear, all of the mentioned factions have mainline inf be it Cons\Grens\Volks, usually you will have 4 of thouse BUT all three of them have limited scale. Meaning that on top of the them you will also have to have somesort of other more elite inf be it Guards, Shocks, PGs, Obersts, Fallsh or Jaegers.
USF and UKF on the other hand dont need it.
Without jumping too deep into how factions plays and speaking of standart army roster, all 5 factions generally expected to have pretty much even amount of LVs, support weapons and other units which take pop-cap and they all are relatively in the same pop-cap category with their counter-parts or lets say unit classes.
You usually hear "Well get Obersts, well get guards, well get PGs", but they are not pop-cap free, quite opposite actually they are very pop-cap heavy 2 squads of each takes 18 pop-cap from you on top of the x4 7 pop-cap for any other mainlines.
In other words it can take 28 pop-cap for UKF and 39 for USF (counting 1 officer+Major, since they are part of tech) to have complete inf army, while for other factions it takes at least 48 pop-cap.
And again this is excluding all the other units, nessesery support weapons, engis and other stuff, but as I said, its pointless to compare them because they have relatively same pop-cap and pretty much same amout of them usually are on the field. |
The main reason why you see Ele's from Jager is everybody has Jager Armor doctrine and no one is gonna pay or grind for a commander that does virtually the same
Um? So teller mines, spotting scopes and AT strafe are worth skipping in favor of command PIV, tactician and hull down? Really now.
Give a single reason, why you would even think of picking fortified over Jaeger, even if both commanders would have been free, considering you are picking both commanders pretty much to get Elephant. |
I dont see how CB gives you only clicks savings really. CB start stracking and shooting, the second enemy arty unit start firing. Tracking ability, as shown in the video, is cool but your LeFH wont be facing frontline in a wrong direction.
Your LeFH will be facing the front line. Not a single arty unit in the game, be it katy\cali\SPGs\Mortars wont be able to finish their barrage before LeFH start firing. Meaning that either enemy will cancel and waste barrage or he will potentually lose a unit.
In other words, IF your LeFH facing in a right directrion (or close to it), it will immidiatly fire at the enemy arty unit, the second it use its abilities.
Sure good players can do it mannuly BUT good players will see enemy arty unit only if it hit something, if it just fire somewhere without hitting anything, you wont see it. Sure you can hear the sound, you can calculate where it stays in FOW, but you cant do it faster then CB. It doesnt matter how good player is, its just not possible.
And on a side note, after you counter pottential hight value targets with CB, you can just disable it.
Ppl here acting like its a one time ability, which if activated cant be turned off. Its not, its situational. And I'm pretty sure, even a good top players are using it, when there is enouth reason to do it. Thats the main concern.
Sure noob will activate it and forget about it, good player will activate it if he sees that it makes sence, if its not he will deactivate it and fire mannually. |
You just forgot to activate valiant assault. |
I agree with their sentiment that the "CB requires no micro" argument is totally overblown. It saves you a grand total of three clicks and some map awareness while targeting whatever it wants, which might be a lone mortar squad, when a well placed regular barrage in a target rich environment would usually yield better results. And something being micro-less isn't really the best argument against it, because autofire for many units (mortars etc) is equally micro-less.
I would like to replace but, but actually because I think the ability is meh (it won't hit its intended target most of the time), not overpowered or whatever.
Actually, while you are right, you are also a bit wrong. On paper yes, but in practice, at least in 3v3 and 4v4, CB can be used with great results anyway.
Even if a player knows about the existance of LeFH with CB, its still hard to track it down with everthing else happening on the field. Plus on top of that nature or 3v3 and 4v4 maps, will usually allow you to bombard a choke points resulting some damage.
On top of that, you can just leave LeFH for a while on CB just to vet it up quickly and then comeback to in ones it vet 3.
It gives a lot of pressure for your opponent basically without any input from you. Not to mention, that few clicks arent big deal when nothing is happening, while few clicks during fights + precision of them are really helpfull. |
I wanna see a clip of you succesfully diving mobile artillery pieces vs top 10 arranged allied team on redball or whiteball.
Also pls attach link to your playercard on your profile so people know whether to take you seriously or to just ignore your opinion.
I'm glad you are topkek of 3v3 and 4v4 axis, but you can also try to play allies sometimes for a change, not only to fase top 10 arranged allied teams, but also to face top 10 axis arranged teams.
And on a side note, I've never ever played 4v4, so I dont know how shit works in it and to be honest, I dont want even try it. But no-one should be bothered about 4v4 in a first place.
By your definition this should happen twice as often as LEFHs getting destroyed by call ins because you want allies to be able to field double the amount of mobile artillery So I would imagine you have a whole compilation of this happening somewhere.
You should re-read what I said, and lower trigger level.
I'm against arty spam myself, but right now both prist\sexton arent sufficient enouth to be locked to 1 per player
This is the main reason. Even theoretically they wont do near enouth damage out of the box, if you compare them to static howis. But as I said, alright. Make them a bit better out of the box and lock them to 1 per-player, fine by me.
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One can make TDs have higher TTK vs medium without affecting the TTK vs super heavies.
A) Lowering far accuracy will effect the shot vs medium more than it will effect shot vs super heavies.
B) Increasing damage but lowering ROF can be used to keep the number of shot the same vs meduim and the TTK about the same vs Super heavies.
It sounds good on paper, but when it comes to actual game I dont see how this can be properly implemented, because its a hell of a task to do right.
Because all this system will either requare consistency or it should be heavily RNG based.
Since slightly tweaking a ROF values (like T70 was brought to 2.6 reload always), wont cut it in such system and potentially requare a lot of work and testing to be done properly. Otherwise you either end up with a useless or batshit OP tds
Also faction roster should be taken into the consideration. I say Firefly is the closest to such TD design, but unlike USF\Sov UKF arent relying on TDs for their late game to begin with, so they can afford having such TDs. On the other hand Soviets and USF are relying on Jackson\SU85 (aside from AT guns) for their late game, because they dont have good AT medium outside of commanders to fight something fatter then PIV.
Hell even KV-1\8 is giving problems to Ostheer, because it almost shut downs whole T3, because AT guns arent that relyable vs Heavy tanks, if they are not massed.
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the mobility more than makes up for discrepancies. limit them to 1 and dont increase their pop. range or no there is no reason for one side to be able to field double the arty if we are hard capping them.
it would be like saying since allied TDs are so strong axis can have double the heavy tanks.
Actually not really. If it was so, then we would have seen both Sexton\Prist every single game in teamgames, unlike LeFH\B4\ML20 (less so) which you can see every game pretty much. Sure it due to the fact that they are not in less meta commanders, but still. Royal arty was used primiry because of valentine and cheap call-in arty and inf company is more or less decent commander but because of LMGs\MTHT and field defences.
Mobile arty becomes good only when its vetted + on top of that it cant counter howis without vet, because it will be out of range most of the time and being in range will requare you to almost sit in the front line.
I've tryed to use Sexton\Prist and compare them to ML-20\LeFH\B4 and over-all its incomparably harder to use them effectively. Hell, even enemy inderect rocket arty can damage them quite significantly.
I'm against arty spam myself, but right now both prist\sexton arent sufficient enouth to be locked to 1 per player, while LeFH\ML-20\B4 are more then enouth just requare slight buffs\nerfs here and there to be fine.
And as I said, while they are mobile, its again very vunerable to dives, and this mobility outside of the situation where enemy might be out of range (but even in 3v3\4v4 possitioning howis around the middle side of your part of the map will give you almost half of the map coverage anyway) and to be less vunerable to call-ins but in return they are almost twise as easy to kill and get to. |
theres a bit of a discrepancy here... the most survivable ones you are allowed double of? at the absolute most any axis team could field is 4 but the allies could field 8? what in the actual fuck?
Because mobile howis, has much less range then static ones, meaning that they are tecnically much easier to conter and dive for. Not to mention, that countering thouse one arent requare specific commander choses to counter.
They might have more survivability on paper but is a bit of overextension. Yes, static ones are very easy to destroy but ONLY with commanders and muni to spend. When you dont have thouse options, they are litteraly uncounterable in teamgames.
Not to mention that they are more expensive and I litterary said that player could have 2 of them for the significant cost of pop-cap, considering all the advantages and disadvatanges.
Plus on top of that, unlike ML-20 and LeFH both Prist\Sexton arent presented in a shit load of commanders. And USF\UKS are lacking in terms strong non-doc inderect fire units, so they can have it a bit on easier side.
But sure, if you want to bring Prist\Sexton on the same perfomance level (or at least close to) of ML-20\LeFH it sure can be limited to 1 per player. |
Or they cooldown for Tank destroyers and make them fire slower at closer ranges so that if a Jackson gets flanked by a p4 it has to wait more time between shot than p4 and you know be countered.
Well firstly, I'm not really sure its possible to make X unit fire slower if there is another one near it. It might be doable by creating some sort of invisible auras, but it sounds way complicated to begin with.
And secondly, ROF isnt the main thing making Jackson so good. Its accuracy on the move, speed, turret rotation, turret iself, range. Pretty much any aspect of Jackson (aside from armor) is making Jackson so powerfull compared to other TDs. I mean, if you litteraly wont make Jackson ROF x2 slower (so PIV will shoot 2 times, while jackson will shot 1) it wont change anything.
But even with such changes, ppl will just kite with jackson. It will make it harded to micro, but ultimatly wont change anything for a good players, just make it really frustrating to use for mediocre players. |