Does USA loose their t4 if their Major/lft/cptn dies?
Furthermore there arnt many safe locations vs Priests and fixed howitzers.
Because swerer can me moved around, used as a toggleable rendezvous point, call in infantry and if you loose it you cant train more tanks...
SwererHQ and major, they both are just identical /s
Watch out boys, 3 free squads on USF are as good as 1 free 'bofors' for OKM. Again the balance falls short on the USF side.
Quote me as much as you want, it will remind you how wrong you were
You like saying non sens both of you, do you? USF tier 3 is a building and if you take it down, guess what, you can't build anymore units from it.
What you're comparing is if by some mechanism it would be possible to destroy swerer's canon and need to pay manpower to rebuild it on top of the T3.
Sander stop spreading misinformation. SwererHQ is not a free area denial tool. It has costs, for the sws and the upgrade. Those costs included the actual flak gun. 120 Fu to enable mediums and heavy tanks is too pricey compared to any other faction
Major say Hi.
Now I'll quote you every time someone tells me that Lieutenant or Captain are free unit given with tier tech.
We were also considering 150 fuel for the jackson nerf, but wanted to be conservative give the other changes to usf's late game and just how essential the jackson is to any usf composition.
Its not like ideas weren't given to lessen that burden from Jackson's shoulders and It's not like Jackson is the only reliable counter to OKW Pz4 at the moment
Adding riflemen field defenses AND making fireup useable will absolutely make it more popular. I don't expect it to make rifle company viable (honestly, I myself was hoping to get in some more drastic changes to the doctrine), but it'll make it more cohesive as a doctrine and less of a pain to use for those players that simply want to use it. It would take a lot to make it competitive against heavy cavalry, armor, mechanized, airborne, recon, or infantry (perhaps even urban assault).
I over reacted after reading on the word "more popular". For sure I'll give it a try, I have played with it a lot in the past and probably be one of few defending it. But making it more popular, let me have a doubt about it.
Quite some nerfs to important late game units.
I don't really understand the +5 fuel for the Jackson, looks like more a political nerf to please some players than anything constructive. If the team has a constructive feedback about it.
M8 Scott barrage is bad, not sure if 20 second barrage cooldown reduction is interesting.
Pak Howi nerf is big, since the unit almost only depend on AA to vet, at least reduce the vet1 requirement. Adding a 4th shell to the initial barrage would help to understand better the AA nerf.
Pershing change is ok, a bit more consistency but still a nerf at the end.
Time on Target, better consistency is always welcome.
Rifle Company changes seems a joke to me at first view, I fail to see how adding riflemen field defense to the doctrine is going to make it more popular. But you can tell me.
Paratroopers is probably the best change here, and probably going to be nerfed before hitting final stage or the bulletin give -%3 receive accuracy is going to be nerf in return.
Depending, on teamgame, ambulance can be second unit if you wish but on 1vs1 try to get it after teching.
With even a conservatively timed decrew, it easily does more than that.
Of course it is and I'm fine with the crew with zook but I feel this unit being really hard to learn for new players and if you have bad micro. Wooping out of the M20 in the right spot, using the smoke, ground attack are not so easy to learn commands for every players.
On another note, I think my main point is that the m20's durability often doesn't matter. It's most effectively used (after its initial ~2 minute shock window) as infantry harassment on the sidelines (read: against lone capping squads), scouting, and minelaying - none of these jobs really require it to be durable in any sense. Its best defensive qualities are its excellent speed and its smoke, both of which reinforce its utility angle even more. Skirts do allow for slightly more aggressive play and can ease the repair burden slightly, but they're by no means necessary for it to shine in most of its roles. It's called a utility car, and it's one of the few vehicles in the game that I would say actually fulfills that role while not also being a generic "drive around wiping stuff" vehicle, owing to its limited shock window and poor performance against most other vehicles (being at the bottom of the food chain of the actual vehicles out there). It's a utility vehicle, and you're pushed to use it as one, basically.
Of course though, this is just my understanding of the unit. Players will use this unit differently, and if the general opinion seems to be that it needs a change regarding its skirts upgrade then that should speak for itself. That said, I don't quite get that impression right now.
I use the M20 much more aggressively and quite often goes for the pfaust in exchange for a higher damage delivery to the squad. Sometimes it works, sometimes not. But yeah the skirt is really needed for me.
I always wondered what would be the balance if instead of extra health the skirt would immune the M20 to engine damage.
But I agree with Jae here, even if I'm not skilled enough and need the extra given by the skirt, the skirt and bazooka mechanism is fine as it is.
Another solution would be the Skirt Upgrade also upgrading the M20 .50 round to armor piercing ones. Let's say as example that in a vacuum matchup between M20 and 222, the M20 is able to take between 50% and 60% of 222 health before dying. And of course remove the bazooka from the crew.
No, you just suck if you say shit like this.
For example you start with 2 Rifles-Ambulance-Another Rifle-Officer or 2 Rifles-Ambulance-Officer-Rifle.
Because of this you can upgrade for both Racks and Nades, make M20 as Luit to have AT capabilities besides AT nades early on because of a Zooka for a crew, LIE MINES FOR AT TOO WOW, and it has "some" AI capabilities because of a top HMG and go for Stuart.
If you're Captain, make an ATG for ...AT, wow, then just go for AA HT for beating the enemy down hard, and if you can, order in the wipe machine (if it hits) and you're off to go.
Oh, and don't forget, you DO HAVE Racks and Ambulance.
You really build an ambulance as 3rd unit? I'm lost with this topic.
"axis get free stuff reeee" every fucking time, they pay more tech for it, would reducing the tech cost and adding the upgrade part separate change anything ? (other than allowing even faster rushes?)
Wait did u expect obers, an anti inf only elite squad that comes a tier 4 and cost 340 MP to not have nades ? REALLY ?
fucking guards have nades and they come at 3 cp
ur lack of math makes u think allies always pay more, while okw still has the most expensive full tech tree, stop with the "AxIs GeT fReE sTuFf rERerERERERe, PlEaSe BuFf AlLiEs"
Lol, you should probably take some distance with the game, it is becoming impossible to discuss with you.
statement "rifles lose to volks at long range." he said nothing about sand bags do again no
btw IS vs ober , IS win with sand bags or trenches
u need just 1 bar, 2 stg are worse than 1 bar, also okw start with - 15 fuel
you should stop playing the game with ur fan fic opinion, game is math not "opinions"
we could check vet 3 rifle vs volks vet 5 im 100% sure they win hands down
Then IS win vs Obers at long range, so what's the point?
You got 2 units, one equipped with free unlock tools and the other one only with superior raw power, how can you just state that the 2nd units is better than the first one? Volks lose to Riflemen if they aren't allowed to use their tools given freely or given after teching but how is it a fair comparison?
So why suddenly Riflemen +2BARs are becoming the best mainline infantry in your story telling? Why Riflemen should be accounted with dual BARs on late game for their power evaluation but Volks keeped naked early on for the same purpose?
IS do win vs Obers at long range, fortunately for the latest they're hitting the field with grenades to assault the position and denying cover to IS also decrease their firepower. Now follow the same logic with Volks and Rifle and you'll see the flaw in your comparison.
Your math only checking attitude make you miss half of the vision of the game.