The original intention was that the Jackson get the health buff and retain the damage.
The result was incredibly powerful. Like, they could defeat panthers. You could drive 2 jacksons directly at a position covered by an elefant and a panther and win with overwhelming consistency. Only if the jacksons got hung up on each other and started pivoting would they be in danger.
They wanted jacksons (and all standard mediums) two survive 2 shots from elefants or JTs. Consequences of that change werent really explored, much less tested, and alternatives (Like 560 health to match the m10, retaining 200 damage) were unacceptable unless they accomplished that goal.
Just like heavy tank destroyers deal with now too. 
Mind you Jacksons still have HEAT rounds for extra damage when they need it.
HAHAHAHHAHAHAHAHH yeah right you are doing something HORRIBLY wrong if 2 jacksons can charge your panther and ele and wreck it. Thats also assuming there is not other forms of AT what so ever even snares that will turn that around quicker than shit. Jacksons still bounce the front of Ele and panthers a lot. And how much health the ele has alone NO WAY THIS CAN HAPPEN. Fuck assuming every shot the both jacksons fire hits and pens it still takes like 6-7 shots before its destroyed.
ANY PLAYER WILL DEFEND AND ELE with every form of at they have. |
Such mechanic is already implemented: the further is the target the higher is the spread. The problem you guys might have is that while in case of alpha strike units like PW lower spread is always better, in case of area denial like LM it is sometimes better to have higher spread in order to lock bigger area. I can't think of any solution to that though other than decreasing max range of such units and that may make them useless.
You also need to consider that allied rocket artillery has low trajectory rockets that can't be shot from behind many shotblockers, like forests, becouse they simply hit them. PW and stuka, if well positioned, do not have that problem and it is an important advantage.
Agreed.
Also imo stuka(although not as bad) and especially werfer are still wipe machines. Allied rocket arty tends to just gib support weapons causing some mp bleed but preserving there vet. And Vet support weapons this patch seem more important than ever. Pwerfer and make a quick alpha strike and wipe a vet 3 squad almost instantly or support wep. Werfer by far the most effective rocket arty this patch i think. 2 of them in 2v2 is insane you can almost never cap a point with out a good chance you lose the squad caping. |
Ober and panzer grens grenades usually best at wiping because they seem to have a pretty big AOE. With them you really gotta pay attention a smart dude is gonna possibly throw it behind your squad guessing that you might instant retreat. There has been times where I've decided to move away from it and it seemed like i was clearly out of the way but it still wiped the squad. IDK maybe justified because they are elite infantry. |
I've been noticing something similar recently. Not sure if it has to do with the new squad behaviour, the new maps or if it has always been like that.
Im thinking it has to do with new squad behavior because it was on maps like rails where and other where i know its green cover and there shouldnt be an issue with them all getting in it. I don't know rifles just seem really clumsy now. |
I've noticed the squads dancing around and spreading out a lot more when trying to enter a building in DBP (now live version), anyone else notice it?
yeah ive notices a lot of weird stuff with the houses, probably because of the delay time to enter the building and exit i guess idk especially if other squads are near by trying to enter to (enemy ones) like houses on crossing by fuels that are always contested at start |
I have noticed this mostly with rifles, didn't really notice it with brits but rifles seem to do this the most. Say there is a wall or destroyed vehicle (one that is part of the maps design not one destroyed in game) You know for a fact it has all green cover but the cover indicators do not show up giving you the all green cover option and force you to choose options to where some models are in yellow or even red depending.
I will try to get some screen shots but this is a bit hard to do. Basicly its like they refuse to all position into green cover when there was no problem last patch doing that or whatever particular wall etc and it happens a lot not all the time but a lot definately after the patch my 2v2 partner quickly noticed it as well. Could be happening to other large squads too or maybe just rifles idk |
Upon further thought i think they should get rid of the m3 altogether and have cavalry rifles instead with a possible thompson non op version upgrade. Heres why too much of the doct cost fuel, you really cant make the dodge mortar ht and the m3 or your mostly going to be screwed by medium rushes or any tanky vehicles like luchs or puma. Its a lot of fuel for zero at and set you too far behind for the shiny things sherman with upgrade and 76 sherman imo. Idk i think the mp only cavalry rifle call ins just makes sense and flows well with the doct. And like others said id just rather hve an ambulance usf have no other way to heal if your relying on m3 ht instead, it dosent heal right? Now that i think about it im not sure if i looked at it that closely when i was playing around with it either way still think too much fuel cost items and dosent conjunction well |
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have you tried , i don't know , building an AEC ? it comes at the same time and has a slow/snare
Dingo car = aec, point is it useless pretty much other than forced to build it to counter luchs as brits, okw however i feel is not forced to really make any decisions but because they have tools still if they make a wrong one |
The larger infantry problem IMO is live version volks, as they are truly overly cost efficient and have a lot of advantages other than raw performance that help them out against the allies. (Penals aside because they're op too) volks require less investment to be good. They are cheaper all around, don't require side techs for grenades and weapon upgrades, and have better garrison denial than all of usf's nondoctrinal mid game combined (hyperbole but almost true). This means that they get a bit of a power spike during the mid game in and of themselves because they'll get weapon upgrades and grenades first usually, and will be able to freely use them as they only paid half for their stgs that double bars cost, which is why double bars/brens are more effective. However, that effectiveness gets offset by the fact that they are basically required in order to trade positively on the lategame against vetted volks chucking fueseless cover denying flamenades every 20 seconds, while still being cheaper. Then you factor in volks' support all game. They have backup from a light vehicle that only costs 210 mp and no fuel, basically making it disposable and spammable, and an engineer unit with good combat and repair performance in the early game, and an (at times inconsistent) at gun to shut out any similar allied light vehicle abuse, which then transitions into luchs and/or puma, and then the real okw powerhouse starts, with all their shiny lategame units. Meanwhile, usf has nothing but riflemen and mortars to start, a crappy engineer unit (in the early game, they make good zook machines later) and an ambulance. They then have to pay for their grenades and slot weapons and their light vehicles are competitive but not much better than okw's. Then lategame rolls around and it's jackson and Scott spam, which can do alright but I'd much harder to play and can get wrecked really easily by bad luck and/or decent axis play, and they don't have anywhere to go from their, except maybe ez8s and Pershing, while the okw player has even more lategame options.
TL, DR: the fact that volks can trade with allied inf efficiently makes them op because okw as a faction gets so much other crap.
Live kt is IMO a bit too ridiculously good at wiping full health, spaced out, 5 man squads in a single hit, but this is being toned down in the patch.
Live version IS's are generally better and more cost efficient than grens except for the small window of time where they don't have brens and grens have their lmgs or g43s. However, grens don't have garbage moving accuracy and they have access to useful, non-sidetech'd grenades (have fun trying to use mills bombs ever) and a snare and are thus more versatile.
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Exactly and hopefully is now fixed (Volks) what also added to it was the super early fwd retreat that is now gone |