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4 Apr 2019, 23:52 PM
#181
avatar of Vipper

Posts: 13476 | Subs: 1


Yes. Point being, you will have to have other infantry squads to support it. That's generally considered balanced and they probably won't be spammed or anything and won't be 100% independent. Maybe even increase the cooldown if you're really worried. They do also come at 3cp so they won't exactly be replacing mainline infantry like old jaegers did.

The doctrinal smoke is off map and can be used without the support of other units. I am not sure what you mean...
5 Apr 2019, 03:44 AM
#182
avatar of Stryker5810

Posts: 18

The smoke costs 70muni and comes 2cp after you get rangers

IMO Rangers at 350 MIGHT be unbalanced, but at this time you should already have vet RE or rifles, and you still have to pay 90(?) Muni to get the Thompsons in the first place I highly doubt you could spam those. Not to mention the other muni abilitys in this commander you'll also want to us like the rifle nades, Molotovs and Grenades, ect
5 Apr 2019, 03:45 AM
#183
avatar of Stryker5810

Posts: 18

The smoke costs 70muni and comes 2cp after you get rangers

IMO Rangers at 350 MIGHT be unbalanced, but at this time you should already have vet RE or rifles, and you still have to pay 90(?) Muni to get the Thompsons in the first place I highly doubt you could spam those. Not to mention the other muni abilitys in this commander you'll also want to us like the rifle nades, Molotovs and Grenades, ect

The thing im more worried about is the zero call down Wp shell, you can just keep hitting infantry with it over and over for only 20muni
5 Apr 2019, 06:49 AM
#184
avatar of Katitof

Posts: 17884 | Subs: 8

jump backJump back to quoted post4 Apr 2019, 23:15 PMVipper
The unit itself might not have smoke but that does not mean that they do not have access to smoke.

Both commander with rangers have doctrinal smoke for them and one even allow them to sprint.

In addition R.E. and officers can provide smoke among other things.

That's completely irrelevant for units balance and just a theory without precedent.

Tiger is in 7 doctrines, at least 2 of them have panzer tactician, tiger isn't weaker in the doctrines that do have it nor stronger in the doctrines that don't have it.

Other doctrinal abilities are completely irrelevant for the balance of single unit.
5 Apr 2019, 18:47 PM
#185
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

I'd take the cheaper HC smoke for Rangers only, rather than Cover to Cover 70 munitions cost, but I think that buff perished with the change right?
That's like, 160 munitions, on an army everyone keeps saying you need 600 worth of upgrades to compete.
5 Apr 2019, 20:19 PM
#186
avatar of distrofio

Posts: 2358

I'd take the cheaper HC smoke for Rangers only, rather than Cover to Cover 70 munitions cost, but I think that buff perished with the change right?
That's like, 160 munitions, on an army everyone keeps saying you need 600 worth of upgrades to compete dominate.

Don't diminish the strong aspect of rangers, they are not baby troops but one of the best elites...
5 Apr 2019, 20:44 PM
#187
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

I love this ranger talk. I think they'll be strong, probably too strong at 350MP, and it was one of my original concerns.

On open maps in 1v1 for example like crossroads, you can charge frontally and probably force a retreat on an LMG obersquad with thompson rangers but be forced to retreat yourself. But the problem lies I think in more CQC maps. Once you're into lategame, and both sides have lost maybe 2-3 infantry, you replace them with rangers, unless you need snares. OKW does the same with obers unless snares needed. On CQC maps, obers stand zero chance vs rangers without double grenade and a lot of luck. So on open maps and 1v1 it might be ok, in higher player gamemodes and CQC maps, rangers will crush with near zero counterplay.

And if rangers are going to sit and stay at 350MP, panzergrenadiers MP needs to be looked at (340MP).
5 Apr 2019, 21:01 PM
#188
avatar of Lago

Posts: 3260

And if rangers are going to sit and stay at 350MP, panzergrenadiers MP needs to be looked at (340MP).


Don't forget the munitions cost. Obers are a better comparison pricewise.

I completely agree with you that 350 MP for Rangers is in the danger zone though. I didn't have any problem with 400 MP.
5 Apr 2019, 21:08 PM
#189
avatar of Katitof

Posts: 17884 | Subs: 8

And if rangers are going to sit and stay at 350MP, panzergrenadiers MP needs to be looked at (340MP).

Thing is, Rangers are paying MP mostly for durability as their default weapon is nothing really scary.
Much like obers, Guards and new PFs, new JLI, their true value appears after weapon upgrade.
5 Apr 2019, 21:21 PM
#190
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

I love this ranger talk. I think they'll be strong, probably too strong at 350MP, and it was one of my original concerns.

On open maps in 1v1 for example like crossroads, you can charge frontally and probably force a retreat on an LMG obersquad with thompson rangers but be forced to retreat yourself. But the problem lies I think in more CQC maps. Once you're into lategame, and both sides have lost maybe 2-3 infantry, you replace them with rangers, unless you need snares. OKW does the same with obers unless snares needed. On CQC maps, obers stand zero chance vs rangers without double grenade and a lot of luck. So on open maps and 1v1 it might be ok, in higher player gamemodes and CQC maps, rangers will crush with near zero counterplay.

And if rangers are going to sit and stay at 350MP, panzergrenadiers MP needs to be looked at (340MP).


Wouldn't Rangers be more expensive in that scenario?
Even with the 50 less MP upfront, they would still be more expensive, outside of reinforcement cost. Unless you count 3 vs 4 in 1 man retreat circumstances where they would be more expensive too!

Rangers in larger modes means giving up the Priest, maybe Urban Defense can finally dispute Infantry throne in such modes, but I highly doubt it considering how many want to replace the Calliope with some other tank and make this Commander irrelevant in larger game modes.
5 Apr 2019, 21:27 PM
#191
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4



Wouldn't Rangers be more expensive in that scenario?
Even with the 50 less MP upfront, they would still be more expensive, outside of reinforcement cost. Unless you count 3 vs 4 in 1 man retreat circumstances where they would be more expensive too!

Rangers in larger modes means giving up the Priest, maybe Urban Defense can finally dispute Infantry throne in such modes, but I highly doubt it considering how many want to replace the Calliope with some other tank and make this Commander irrelevant in larger game modes.


340MP (obers) vs 350MP (rangers), and 80 muni LMG vs 90 thompson, to win every CQC engagement and compete in open field charges. I would most definatley pay that little discrepancy for those results.
5 Apr 2019, 21:31 PM
#192
avatar of Sander93

Posts: 3166 | Subs: 6

But the problem lies I think in more CQC maps. Once you're into lategame, and both sides have lost maybe 2-3 infantry, you replace them with rangers, unless you need snares. OKW does the same with obers unless snares needed. On CQC maps, obers stand zero chance vs rangers without double grenade and a lot of luck. So on open maps and 1v1 it might be ok, in higher player gamemodes and CQC maps, rangers will crush with near zero counterplay.


In an urban map we can reasonably expect any sane OKW player to either get Feuersturm (flamer Sturmpioneers) or Special Operations (Obers IR STG44) - both of which stand a very good chance to take Rangers head-on (Vet 3 IR STG44 Obers eat vet 3 Rangers for breakfast and flamer Sturmpios do okay with another squad). Ostheer might have some problems in the infantry department, but they have access to cheaper light vehicles and tanks.

It's a valid concern, and I agree that 350MP is risky, but I do think there are adequate counters to Rangers.


340MP (obers) vs 350MP (rangers), and 80 muni LMG vs 90 thompson, to win every CQC engagement and compete in open field charges. I would most definatley pay that little discrepancy for those results.


As I said above, add doctrinal CQC counter (IR STG44) into that mix and for only 340MP and 60 munitions Obers easily beat Rangers in a head-on fight, when both units are vet 3. At vet 0 it's down to RNG who wins but the IR Obers will have the advantage on crater filled late game.
5 Apr 2019, 21:33 PM
#193
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1



340MP (obers) vs 350MP (rangers), and 80 muni LMG vs 90 thompson, to win every CQC engagement and compete in open field charges. I would most definatley pay that little discrepancy for those results.


Is this where I argue that's fine because they are doctrinal?
I am surprised though, that sounds really good (thanks to the buff), but if they are so good then how come people skipped on them entirely? Even when HC was meta, people rarely used Rangers, why is that if they can beat Obers?
5 Apr 2019, 21:40 PM
#194
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4



Is this where I argue that's fine because they are doctrinal?
I am surprised though, that sounds really good (thanks to the buff), but if they are so good then how come people skipped on them entirely? Even when HC was meta, people rarely used Rangers, why is that if they can beat Obers?


Doctrinal arguement is fine, it just doesn't seem to work in other cases for some reason. Not you just.... other cases.... cough* panzerfusis cough*. Skipped probably because you had 3+ rifles running around along with free officers and you don't really need that much more infantry. No room for elites :/ Just bad design IMO, but who knows, I'm bad at the game too ;)
5 Apr 2019, 21:46 PM
#195
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1



Doctrinal arguement is fine, it just doesn't seem to work in other cases for some reason. Not you just.... other cases.... cough* panzerfusis cough*. Skipped probably because you had 3+ rifles running around along with free officers and you don't really need that much more infantry. No room for elites :/ Just bad design IMO, but who knows, I'm bad at the game too ;)


It's just funny to see how that works, nowadays people sometimes go one Riflemen, because of cooldown nerfs on 0 CP call-in infantry.
What happened that everyone is avoiding them like the plague?

Panzerfusiliers at least now they will be cheaper Panzershreck squads than PGs.
5 Apr 2019, 21:48 PM
#196
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4



It's just funny to see how that works, nowadays people sometimes go one Riflemen, because of cooldown nerfs on 0 CP call-in infantry.
What happened that everyone is avoiding them like the plague?

Panzerfusiliers at least now they will be cheaper Panzershreck squads than PGs.


They can't get on the field fast enough to control the OKW snowball probably. I don't blame players for avoiding them. Only base infantry tuned for mid range instead of long on long range battlfields.
5 Apr 2019, 21:52 PM
#197
avatar of Peenar Battalion

Posts: 20



It's just funny to see how that works, nowadays people sometimes go one Riflemen, because of cooldown nerfs on 0 CP call-in infantry.
What happened that everyone is avoiding them like the plague?


Rifles used to hit hard and bleed hard as close range mainline infantry. Over time other units have been buffed and they've been toned down slightly and now they simply just bleed and don't impact the game enough to be worth it like they used too.

That and Pathfinders/Ass Engies getting buffed + Cav Rifles being introduced have made them somewhere between support role and redundant.
5 Apr 2019, 21:59 PM
#198
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

Yeah, it's hilarious to see Riflemen get plastered by much cheaper units, unless the RNGods smile upon you.
But Vet3 and 2 BARs.
9 Apr 2019, 12:13 PM
#199
avatar of Aarotron

Posts: 563

imo rangers don't need price buff, but instead additional weapon upgrade choices, so they have more possible utility than just another cqc unit. Versatility is supposed to be usfs strength. I would belive that more specialised weapon upgrade choice for them could be useful, if we take them back to 400 mp (popcap could be lowered). id say good ones could be tank hunter kit, simular as the support para one, with more powerful bazookas, or some kind of long range kit, as their description implies, something like single lmg or scoped rifle or wp bazooka could be additional weapon upgrade choice.
11 Apr 2019, 17:37 PM
#200
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1

After a couple more games, I start to question the design of having both regular grenades and "molotovs" for rifles both for 30 munitions and both tied to the grenade upgrade. One doesn't really offer much over the other, which is probably why there are no units with both. And since both are tied to tech, you automatically gain access to both. If molotovs were not tied to tech, then at least, they'd offer a cost saving option in terms of tech cost. Otherwise there are very few situations where one would wish for a molotov over a grenade.

The throw range of the molotovs does not seem to be affected by vet (needs verification).

I also noticed that the grenade bulletins (cheaper and increased range) do not work for the molotovs, this is likely owed to the mod character, but should probably be changed/fixed for the final version, IF molotovs are to remain a feature for riflemen.
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