uh, no; OKH needs to have less expensive teching.
I am not talking about increasing costs. just saying they need a unlock delay which gives ostheer a better chance of dealing with USAF, but in the process not make OKW more advantageous against USAF |
As the title says After playing quite a number of games as all factions.
USAF and OKW needs an unlock delay to give ostheer a bit more of a chance early game.
USAF early game
- rear echelon squad(no unlock)
- rifleman(unlock required)
OKW early game
- volksgrenadiers(no unlock)
- sturmpioneers(unlock required)
- kubelwagen(unlock required)
the unlock delay should take the same time ostheer needs to build a t1 building.
Or........
Carry Grenadier Squad from t1 to t0 |
Walking Stukas, Well you got 2 commanders with artillery. One targets the entire sector *which needs to be in enemy hands* and you got that jaeger light commander where you can call in an arty which is reasonable. good for if you want to get rid of emplacements. |
I would prefer to see a commander with the following
- faster repair equipment for the crews
- vet 1 ability of the soviets vechiles(cap but cant fire but still in vechile)
- send vehicles back for resources
- faster build time of vechiles (I would like to see the calliope back, but that might be to much
- Pershing
Details. left up to you |
I play USF almost exclusively these days and I don't want the Pershing.
I would much rather see the M24 Chaffe, M18 Hellcat or Sherman Firefly (Brits.)
Lately the more games I play, the more the need for something heavy comes to mind. I end up with games still having 600 fuel in bank. but not being able to use them because I know that the second that tank rolls out its gone. Because you cant put it to use unless you could strap a 240mm shell to it and send it to the enemy lines and hope it makes it far enough to make use of its suicidal action. Thats how worthless American armor feels like on occasions. so having a heavy tank which can take a beating like a something in between a panther and a is2 would help out the usaf on a number of occasions.
Last thing the usa needs are more vechiles armored with paper mache plating
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How was panzergrenadier overperforming..lol.Data is not everything..data should be combined with in game results and feedback.Panther another example of 'data' in pen and range..but in game factors render both of these largely redundant.Ober was right decision..fallschirm i'm not sure..will need playing.Meanwhile despite 'data' changes usa halftrack still running riot.
In the case of panzergrenadiers, it might have to do with the fact that 5 squads of pgren all equipped with Schrecks. Leave no armour alive. Possible because of a certain commander where you can trade fuel for ammo. + its hard to kill even a single squad with 3 riflesquads... they just come kill your armor and run |
For the howitzer to be effective you need 2 of them and them have a distance between them, the barrage ability of the howitzers exceeds the normal firing range.
And the best way to use double USA, is to use smoke a lot, close in throw some nades or whatever and run. Don't forgot to build a forward base which is an major acting as retreat point and ambulance for healing and reinforcing.
Do change the position of the major often when you suspect the enemy to know you have a forward retreat and reinforcement setup
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IMO, i dont see the justification of nerfing the 251/17 Flak Track, when the American one is 2x as strong. IMO reduce max range on them both to Pshrek range, its way to easy to kite Shreks/Zookas as it is right now, and sometimes it feels like the game is decided upon whoever wins the HT Flak war.
By reducing the range to about the same as Pshreks/Zookas, you actually need to support them.
The 251/17 gets killed by 2 AT-Grenades. Its pretty squishy.
Where in the thread do you see a suggestion to Nerf the flak track |
The only unit that I would consider this op or broken is jacksons. I would actually say this is america's late game since they have no Pershing. But it doesn't really matter in an even matched game in any mode, this would be very difficult to do.
Just so you know. Jacksons can die in a AT strafing run or by just 3 pak shots |
I honestly don't find it that bad, if you're a decent distance away you can usually make it to some cover. If not, move a second unit to support or retreat. If you have no other units nearby, you shouldn't have been banking on winning that engagement anyway.
+1 Even without the WFA, sending out single squad of units always bears a risk |