Hi. I main SOV player and I always had problems against blobs of grens with mg42 upgrade. It's just making all my infantry useless, except penals if they catch grens 1v1, or if I sacrifice my penals to the Maxim guns for blob control. Any ideas?
Use the T-70 along with infantry, plus MG suport |
1)USF were good at one thing and its been taken away from them
2)rifles are expensive, do not trade well and take forever to build
3)USF cant compete with OKW, they get smashed by strumpios and volks outnumber them and compete against them
4)OST 3gren, mg and sniper builds wack USF, there is no counter.
5)Riflemen ass long range breaks them, you have to get close to enemies to efficiently trade,exposing them to all kinds of nasty shit like negative cover, mines and suppression to even get the dps you pay for, and even then thats often not enough to win fights.
UKF is better in every way. 5 man long range infantry, cheap grenades and satchal charges with hammer, and they have access to SNIPERS AND MACHINE GUNS and can nondoctornially BUILD COVER,
There's no need to post such topics in the balance section. USF is a mobile faction and their gameplay is based on fire and maneuver tactics. If you are about to attack a Gren squad with rifles, use cover as much as possible. The same principle goes for OKW. Also, against OKW in the early game, you need to keep your units together, as a lone Rear Echelon squad or a Riflemen squad is weak against a Stumpioneer squad. Keep your troops together! Also, the M20 is a direct counter to Wehrmacht's sniper. As for Riflemen, they are strong against said units in mid-close range due to the fact that the M1 Garand has better rate of fire than the Kar98k. Have that in mind when engaging the enemy. |
+1
The pack howie is one of the most toxic units in this came and any suggestion that it is UP is ridiculous.
Furthermore the idea that its pop cap is too high is further negated by the fact that I often see 2 of these fucking things on a regular basis.
On many maps they are literally unkillable unless you you tech to something like arty or werfer, but by then you have just endured 30 min of frustrating and disgusting gameplay.
And getting instantly suppressed is frustrating every time but nobody actually talks about that. Not to mention the sniper accuracy mortars.
And to settle this for good, the Pack Howitzer is fine as it is. No buff, no nerf. Leave it as it is. |
I have been giving it a try and some early feedback.
About teching. There is a lot of possibilities I'll say, which is good:
- Lieutenant first seem to feet perfectly into 2xRE 2xRM + Lieutenant. I mean, there is no down time, you'll have the fuel right when you also have the manpower after the 2nd Riflesquad. 2x RE gives a lot of map control early game to bring the lieutenant really fast.
- 3xRM into lieutenant bring also interesting decision making. In fact you can wait a bit with 2xRM and call your lieutenant as 3rd unit but you'll be on inferiority until the lieutenant hit the field. Note that if you decide to build a 3rd RM after the lieutenant, he'll hit the field at the same time that the Lieutenant.
- 3xRM into lieutenant, you can also go the safe way and build your lieutenant after the 3rd RM.
About Lieutenant upgrade, the upgrade is available as soon as the lieutenant hit the field, 50 munition so it is a decision to take to upgrade it asap or wait to use the munition later.
About T1.5, available right when the lieutenant hit the field, 20 fuel. M20 is not far behind in fact and you'll have to considere if you want your early BAR on the lieutenant or skirt on the M20. Nice decision making option.
Fast HMG.50 will definitively be a good option to counter volks spam.
I don't know about having exchanged Stuart with M15 in this configuration you can have now HMG+M1 for 60 fuel. I think the only reason to go T2.5 would be for the pak howitzer. Hmg+Stuart is a really strong combo.
Obviously need more testing.
I feel like the Lieutenant upgrade (about the BAR) will also depend on your enemy. Against OKW, BAR will be the option because USF needs firepower, while against Ostheer we will see the grenade upgrade a lot more now as MGs are a direct threat. |
Answered in sanders' post. It's an upgrade.
So, they just don't let the Lieutenant to have a BAR instantly, but after 30 seconds or how long the upgrade needs to be completed. |
In most cases, it wasn't. But now the lieutenant squad itself is coming 50 manpower and (most significantly) 20 fuel earlier. The unit comes earlier, so we're bringing its power down as a cautionary measure. Additionally, LT will always have a natural leg up over CPT as long as the LT comes with a BAR and CPT comes with nothing. It's easier (and in my opinion, better design) to balance the two tiers if neither gets a free weapon over the other.
So, Lt will be getting a BAR via an upgrade (similar to other mainline infantry) or through weapon racks? |
Lieutenant
BAR removed; can be purchased for 60 munitions. BAR on an earlier LT was seen as too powerful.
I don't see how a single BAR in this squad was too powerful. The Lt squad is inferior to OKW's Stumpioneer squad when comparing firepower at least for the early stage of the game. And USF needs some extra firepower in the beginning of the game. |
Now, I'd like to know your opinion: do you think that IS are well balanced? Are they worth 280 MP? I have the feeling that they cost this just because they can be bolstered. At 4 entities that can't fire without cover, I can't exactly say I'm happy using them.
I started playing British a while ago, and i was hearing people saying that British are not good. Well, i have to say that IS are great. Use them behind cover until you get Bren guns. Then they are awesome in firefights |
Once again, i'll hit you up with some questions, this time about Ost. I have played some games with a friend and i would like to hear what are your preferred build orders. As usual, i will write down the parameters you have to bear in mind.
-Mode : 2v2, my teammate is always choosing OKW
-Build orders (not a machine gun spam)
-Which starter Commanders are good?
-Which Commanders should i get later?
-My objective as Wehrmacht |
I know how it is because i have experienced it many times. I also had games in which Wehrmacht players were setting bunkers as soon as me and my friends had retreated to reinforce, and when we returned, we couldn't do anything. The same thing was happening in every fight, until they reached our base with this cancerous strategy.
I have also said that all factions should get pop cap to their bunkers so that they will be less spammable. Wehrmacht and USF can't just spam bunkers everywhere and also have a sizeable army in the field. |