Why can sturmpios and falls kill this just by standing behind it and attacking it with small arms. Seems a bit rediculous I am pretty sure assualt engineers or any allied infantry does 0 dmg to bunkers (with out at weapons or nades). Also 1 volk incendiary nade can detroy it by itself or close to it especially if it has even a little dmg to it before hand.
Small arms should never be able to destory it and incendiary nades do way too much dmg to it. All for them making okws flak emplacement more usefull as well, this is just something annoying I never thought was right with the usf emplacement. Also could use a little better pin late game okw infantry can still just run up on the cap with out a doubt decap the point or even cap it under fire the whole time before being red pinned. Just at least no dmg from small arms. |
This ability is op in team games, with muni caches is too much spammable. Only 160 without smoke, a team game (2v2 games too) is supposed to be full of noise, mortars, rocket arty, tanks, ecc. The real problem is that if you are not with your screen near the point of dive bomb you hear the noise too late, so for 160 muni, still if you are a good player, you can easily miss the noise and lose all Your infantry or support guns. Defintely need to add the smoke like every offmap abilty. You can dodge, 3 or 4 times this bomb, but with okw flare is to hard to hear in time if you are microing other units; cause you can't hear the recon and try to prevent spreading Your units.
+1
I do think the AOE still needs nerfed tho it should do less damage farther from center of the blast. Right now like anything in the rather large circle is wiped to shit. Mostly i find it a problem when im playing USF because of the fwd retreat and they need it on some maps. ambulance never makes it out in time and a lot of time major and maybe a rifle too because the models tend to trip on top of eachother when mass retreating. I have no idea why they ninja buffed it to begin with just because CAS got a huge nerf during that time but was well deserved.
They really like dropping it on your fwd retreat as USF when your engaged in a tank battle at the same time which really makes it difficult when your trying to constantly rearrage your back field and fighting with your micro intensive paper tanks at the time. |
Yellow cover, which is created by craters from explosions, tend to occupy a great deal of the map by the lategame. Demo charges, by the way, create heavy cover.
Yellow cover reduces accuracy by 50% and reduces suppression by 50%. This is what makes it a challenge to suppress squads as quickly in the lategame, especially with anything that isn't the MG42. The rest struggle entirely to apply suppression faster than their target recovers.
But there have been constant bugs with (re)crewing weapons. It's hard to determine ingame, much like when veterancy was broken.
But from what you described, that definitely sounds like one of the myriad of bugs that (re)crewing weapons has had. Get a replay demonstrating this so that it could be determined to be a bug, or just a form of really really bad RNG with inaccurate conscripts.
Both times it happened the infantry it was firing at was not vetted or not very vetted as it happened early in the game. I had units (scripts, engis) in front of protecting it. I could even tell the mg42 to focus on one unit and it would basically do nothing. It did seem as if it was doing dmg but it definately would not pin a squad for the ENTIRE rest of the game and never did from first recrewing it. I also neither time used it until i first retreated it and reinforced it because it gives you 6 squads members. Both times I had them around for quite a while, in one game it survived the entire game and got to vet 2 but like i said it would not pin a single squad whatsoever no matter what.
Ill try to get a replay next time, but like i said it was a bit of a big deal obviously when an ost player loses a 42 close to the start of the game and you get it and turn it on them as we know its the best mg in the game in general especially as far as defending ground.
also is that suppose to happen< both times when i recrewed it, it then had 6 members I thought they stopped that a long time ago I havent played soviets in a while and wont always steal the weapons |
There was talk of a bug where, if you kill a MG that is suppressed/pinned at the time it dies, the negative modifiers from suppression don't disappear when you recrew it (with any squad). Someone should test it. I would, but I'm going to sleep now. Sleep is underrated.
Might be some truth to this both times it happened the mg42 was being pinned in red(i think) by my maxims. |
Noticed this twice now and it made a relatively big impact on my games. Both times I stole an mg42 with conscripts. After I retreated it, it would no longer pin enemy squads what so ever. Like literally firing at them for 30 secs not even vet and it will not pin them down at all. Not sure if this has been posted before. |
noticed a bug last game i made my UC a command vehicle and it was dmged and decrewed but not detroyed, i repaired and recrewed it with RE and it lost all of its command vehicle features as well even when i purposely let them destroy it it would not let me make another command vehicle the rest of the game |
If you had more than 11 games as axis (5 of which you lost).... you might have more credibility here....
Axis shouldn't need to pick 1 commander to have a chance at winning.... and even if they do, your suggestions are end game ones. Allies should be dominating the early game. Thats like me saying "Oh the game is balanced because the pershing is awesome!".
and to answer your question about how to counter ele +cmd panther = Artillery, or AT guns. (or a mix of firefly tulips with another allied tank destroyer).
or a good old piat blob 
Allies use to dominate the early game in 2v2, it is my opinion that they no longer do and are pretty even as there has been several early game buffs for axis. 222 luchs volks kubel change, volks getting incendiary grenades and stg options. Plus great units they have always had ost sniper or mg42 that actually can pen 3 squads at once. Yes since the brits they do have better late game but that if you have a brit partner.
I was simply laughing at how many are trying to create the idea that axis is completely worthless in 2v2 when they are not and plenty capable and imo there late game is still better even considering the brits plus they have a much better early game as well than they use to. sure a piat blob can counter and ele or cmd panther in a way but thats assuming that there not going to try and stop me from running my piat blob up to there elephant and letting me destroy it. everything is situational of course. |
Lmao apparently none of you have ever tried using the command panther that self spots makes all your teamates tanks better comes in a great doctrine. Or used a KT that almost guarantees a wiped infantry squad on the 2nd shot. Or a elephant or jagdt that can just camps in the middle of the 2v2 dota map that negates allied flanking cause it usually always ends up into a mid vp fight.
Or you don't know how to take your sturm squad and run it to the house guarding the fuel on almost every 2v2 map while the kubel is bleeding mp.
You tell me how you counter an elephant with a teamate using command panther?? you can't because there is no room to flank on most 2v2 maps and even if you could thanks to command panther they know your coming from its vision or cheap arty flares that can be used anywhere. Command panther literally pretty much makes allied tanks useless if who is using it is not completely brain dead.
as long as you have an okw team mate all you have to do is delay the game long enough. Double ost can be kind of week if you get AA because they rely a lot on the call ins. OKW nah they even have arty now for camp maps that is impossible to take out with flak truck guarding with out soviet precision strike.
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lol guards spam.
Okw is fine how it is for fucks sake they take away your ability to shrek blob then its insta cry because you have to get a squad of sturms shreks or a camo rakaten or use a fucking faust to ward or kill a stuart, luchs is also plenty capable of helping finishing off a stuart.
Riflemen need at rifles now too or an at sniper because its too much for me to have to deal with a 6 min luchs with crap 57 mm that luchs dances around or to have to tech zooks and go back to base to get them that miss it half the time or to have to try to suprise the luchs to get in range for a rifle nade to go off (that has to be on a vet1 rifle not just any) that likes to bug all the time and never go off at all.
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No. That would kill ISU. It already has a 200 penetration which isn't bad when think that it deals 240 damage and can switch shells to wipe infantry left and right plus it comes with martk target, guards with button and IL-2 bombs. I've plenty Elephants in 2v2 with combination of ISU+Mark Target+IL-2. You don't want to go head-on-head agasint Ele or JT. You need to be tricky.
Ok I guess I think it would be nice for allies to have a super heavy TD option on at least one faction even tho both axis do and the 152 would be easiest for that to happen to. Doctrinal of course. One that I can sit in the middle of most dota lane 2v2 maps where you can't flank and turn things into an allied shooting gallery like they can. |