Currently you can build the VI B as soon as you have built all three buildings, regardless of whether or not they get destroyed. This needs to changes as it is impossible to prevent OKW from building the buildings (due to cheap teching costs) in any remotely close game. Furthermore, OKW can easily float with volk schrecks/obers (particularly with a forward t1/t3) until they shit out a VI B. This is very similar to the tiger ace in that you can punish someone for poor play and then have them magic out a very heavy unit.
The VI B should require all 3 buildings to be currently up in order to build. |
the sniper is fine against USF, who doesn't have any fast units to close with him. he still dies easily but he's generally worth his cost.
just don't ever open with him against anyone, you're just asking for M3/WC51s. |
it's not just USF though. depending on what soviet players do, they can shut down t3 equally as hard. |
you're missing 90% of what he's saying, which is that the average pen of allied AT weapons and the heavy armour of axis tanks can have a serious effect on gameplay and win or lose games.
i'm not really sure how to solve the issue short of introducing new units.
theoretically the game design is sound but relic has so few units, and the ones you can actually get are furthered limited by teching choices on all factions (except sometimes OKW) so you have to be really fucking careful with changes or you end up with terrible unwinable matchups. if the jackson, or particularly the su85, get buffed against heavies, they're going to shut down medium tanks so hard that'll it'll be back to Vs or nothing, which wasn't very fun for anyone. |
i haven't used the b4 at all but i've used other crewed weapons enough to know that losing them is a lot worse then just being decrewed. you end up bleeding dry on mp if you have to rebuild them. i have never known what vet level the b4 was at or tried to time a push based on that. to much other shit going on and it can still kill you without precision shot.
cons are shit and need a buff.
t34 i have mixed feelings about. |
because there are better doctrines or other issues (like jaeger infantry having 5 mun costing globals...). just because they're fine abilities doesn't mean there are not better ones. |
stuka smoke drop is fucking amazing. i've saved tanks with it multiple times; i just wish it was on more than 2 commanders.
tactical movement can be used for chasing as well as kiting and moving past HMGs. or you can just use it to get guys into place faster. very good.
command tank is fine. not a great tank but it's ok and the aura is good for camping.
artillery officer is cool but kind of hard to use and really reliant on also buying artillery. i don't like him much outside of joint operations. |
my point was that you shouldn't use stugs against jackson as jacksons hard counter them. it just doesn't work. IVs can work but it's dicey because jacksons are very effective against them. as for other options, you have the pak, which has the same range, Vs, and doctrinal stuff.
t3 vs jacksons right now is very similar to t3 vs su-85s before they got nerfed; the AT tank is incredibly cost effective against it. |
decrewed is not the same as a loss, you can recrew it for less mp. |
the jackson hard counters the stug in the same way the su85 does: by having more range. IVs work fine but you have to be aggressive, which can be difficult to judge a good time for. |