i feel the real problem lies with the commander ''urban assault thingamajig''
spamming rangers that are armed to the teeth with zooks, and pumping out 3-4 calliopes, that kills all minefields, mg-bunkers, emplacements and blobs.
calls to kill the inf. rangers to kill armour. perfect combo + the smoke call-in that speeds infantry up to laugh off the feeble attempts to stuka/werf the ranger-blob |
for all its strenghts, its gotta have a major weakness(which of there only are minor ones, if any at all)
maybe let it be immobile for a while before and after firing? |
All rocket arty has their pros and cons.
-OST deliveres decent dmg and suppression, but has long flighttime
-OKW is accurate and powerful, but long flighttime plus requires skill and luck to be effective in most cases
-SOV is quick to launch, decent damage, but people normally retreat after 1st wave of rockets
-UKF cheap and can often be recrewed, but slow and extra squishy
-USF pros,pros,pros,pros.pros, cons: is a little expensive |
my main complaint with the axis rocket arty, is their longer flight time, anyone with ears and half a brain knows what to do when the launching starts, and is mostly useless against the majority of players anyway, no matter the dmg you do, unless you hit something, its useless.
with quicker allied team weapon set-up and tear-down speeds, even less so |
i like the concept of the light vhiecles that have, or can upgrade to a HMG, can be activated or improved by putting a squad in it.
UC vickers upgrade is a touch too powerful as it is, putting a unit inside to activate it sounds good, put a sapper in there and roam around, take dmg, run and fix, rinse and repeat.
same for wc51
halftracks can get improved HMG performance if unit is inside
m3 clowncar,m5 assault thingamajig and 250 halftrack stay as they are imo |
I would say comet is good at AT and AI, while panther is great at AT and poor at AI.
if a brit were to go 3 comets, its a well rounded and powerful force, it can roam the battlefield in a group of its own, and you can keep rest of the army somewhere else, VP/fuel guarding etc.
if a OST goes 3 panthers, it needs AI backup, and is usually not able to function alone without support.
comets are like mini-tiger1's, good at everything,but not excellent, and having NO major downsides, good hp,good armour, good mobility, good gun both AT and AI, good abilities to kill team weapons.
take away the grenade or the WP, and nerf AI dmg a touch or two |
thank you all for the good explanation about the differences in half-track durability.
and sander93, when you said there are 3 versions of 17 pounder, i recall 17 pounder emplacement and the firefly, which was the 3rd? |
should (A) unit automatically be better than (B) unit because it comes out later? |
i sometimes load up grens or Pgrens into it, and dive in past mg's to deliver the cargo,(not 50cal's) where there are no one with snares, and the 251 takes a fair bit of dmg from mg's and inf. this is where its lack of armour is appearent compared to its peers, (ofc OST has MG with inc. ammo and grens with snares etc)
so what would happen if 251 was buffed or peers nerfed? |
that it arrives earlier than its peers is the main reason for it being vulnerable to small arms sounds like a lazy balancing, but understandable reason, but with the same cost as its peers.
any thoughts regarding this? |