Your opponets cutoff = yes
Your cutoff = no
Basically sandbags, just need to understand that they're much stronger than green cover even though they use the same symbol. So don't place them where you think you'll have a hard time pushing your opponet from.
Try to place them where your opponet won't be able to garrison them with MGs. Weird angles that you can use but your opponet cannot use as well.
Are they garrison cover? Or something different
To my understanding Garrison cover is slightly worse than green cover for RA. But you do not get it negated at close range. Trenches would therefore work the same right?
Pgrens got veterancy buffed
Ass grens were also buffed. Alot of people skip t1 now and go ostruppen, ass grens or just hmgs into fast pgrens.
Grens have 20% damage reduction instead of 20% RA at vet 3 so its a little easier to keep them alive lategame.
Grens still have the best AT snare so its good to have them but there are just other good options for ostheer infantry now.
A couple points
1. Focus on capping order, map control
You cap munitions and the victory point on the right first. You need to prioritize the fuel and particularly getting units there quickly. Additionally if he ran his sturmpioneers to the right fuel and your engineers were forced off you may get no fuel. In a t1 soviet build You should play defensively until you get a scout car out. Keeping the engineer and con units fairly close so you can soft retreat and help out vs sturms or volks that show up.
2. Build order
3:30 Flamer M3
4:00 OKW Tier 1 after 3 volks
~5:00 Potential for OKW T2 after 4 volks
OKW has no counter to the m3 I recommend getting it as your 4th unit latest.
For example I prefer 2 engies penal m3. Cap until the m3, Then penal, 1 engie and m3 attack together.
Also focus on keeping it alive. You could have had much better map control and probably forced a raketen if you did so. There is also potential to put a squad in it and drive to the okw cutoff immediately to make up for your lack of capping power, there's not much they can do unless they build a raketen before t1.
The t70 came out at 10 minutes. He had no AT at all except fausts, having a better capping order and map control would let you bleed the falls badly for a longer period of time. W/o a puma he has more munitions as he doesn't need to heal but light vehicles are very effective.
Keep multiple units closer together, often times they were isoloated where as your opponent would have 2/3 squads together easily forcing off units without much damage taken.
It's not a great map for cutoff moves but focus on cutting off your opponent more especially when you force retreats, do damage or have a light vehicle advantage.
He will always find something to comment on and will casually not state in numbers the exact thing that might make his comment rebuttal look worse (19% difference in RA).
Also, it's not like he can read the context of what was been discussed.
Reminder that the whole point of the discussion was why Falls (post buff/pre nerf) were a worst offender than Commandos with their cheese back then.
B/c the Rifle Buff was considered smaller than the fall buff
I have never seen an infantry unit more powerful than 125 dps commandos though
I think they are around ~70 dps right now
Commandos vs Paras
passive healing , Unlocks light smoke grenade vs -25% ability recharge time
point goes to Commandos
+35% speed during ambush for 3.25 second, +30% accuracy, 25% grenade range vs +25% accuracy, +25% grenade range, Passive Healing
point goes to Commandos
0.9 received accuracy, Squad drops a big smoke grenade on retreat vs -20% weapon cooldown, -29% received accuracy
point goes to Paras
All and all better RA accuracy bonus (but worse total number) vs 0.5 accuracy and -20% weapon CD on top of that Commandos get healing earlier a smoke grenade and smoke bomb on retreat.
I would call them in line.
Okay Commandos are tied for the 16th best veterancy instead of the 17th best veterancy out of ~20 infantry squads
Last Patch, Medics were adjusted with the following
1. Medics now Sprint
2. Medics now stay within range 20 of the medbunker/base (Was previously ~30/35)
I am currently finding that range 20 is not enough. My units may be only 10 range away from the bunker when they come back to base and if i give a move command to spread out they might be too far. If they retreat from a different base entrance, they might be too far, If my med truck is on the opposite side of the OKW hq it might be too far.
This is particularly frustrating when They are reinforcing at max range but not healing
Suggestion: Revert Medic Range to 30/35
With the sprint medics will still be effective at healing even with a larger radius, but microing your units to receive medical attention will be easier
that is no longer accurate, commandos vet bonus have increased allot and combined with base stat make the unit scale well...
vet 1 passive healing , Unlocks light smoke grenade
Vet 2 +35% speed during ambush for 3.25 second, +30% accuracy, 25% grenade range
Vet 3 0.9 received accuracy, Squad drops a big smoke grenade on retreat
Which infantry units are you comparing this to which would have worse stat bonuses than this?
To my knowledge 30% acc and no cooldown is quite low as is .9 RA
For comparison tommies have 25% acc, -20% cd and .77 RA as vet bonuses
Back to topic
To build 3 rifles and an officer now costs 50 manpower more. Mabye this will have an impact on how effective rifles are in the first 6-7 minutes as it would be equivalent losing almost 2 extra models. I think this is a nerf though not directly to stats. Mabye after the mini-patch we should re-evaluate the rifles OP question.
It's a bug caused by the decrewed vehicle moving after the decrew. Sometimes it is more obvious, but sometimes it just rotates slightly. Problem is, a decrewed vehicle is a neutral entity, and crushes everything near it.
This bug has been in since day 1 of USF. I doubt it is ever going to get fixed.
Okay this explanation makes sense, the second time they were adjacent to a mortar pit on the right and a wall to the top so there was virtually no space to move. Of course in trying to recreate this in cheat mod They just poped out from other direcitons on the tank or went on the opo side fo the wall
The m4a3 Sherman Crew instantly dies upon pressing the Decrew Button, their silent bodies lay limp next to the tank.
This is quite an impactful bug and I forgot to save the replay, but it has happened twice to me in the last week during 4v4s
I agree, It would make sense to count this.
I would add, the postgame statistics in general are horribly implemented and should get a total rework to show kills per unit, ACTUAL damage done(since the numbers presented are wildly inaccurate). Model losses per unit ect.
Unfortunately there is only 1 relic employee working on Coh2, and most people do not know if he is even a programmer so I do not think that this would be fixed since it is far beyond simple modding.