And here we go again with theory that everything USF have are "sub optimal" and "pretty bad" that is posted daily.
Now according to stats, DPS 35:
Lmg grenadiers 2.26*3 + 8.9 = 15.7
Lmg Riflemen 1.7*4 + 8.77 = 15.57
Now some how according to some Grenadier are best long infatry while riflemen with 0.23 DPS less and an extra entity are "sub optimal"
Lmg/BAR riflemen 1.7*3 + 3.94 + 8.77 = 17.81 and for some reason LMG/BAR riflemen are also bad although they have superior DPS to grenadiers.
And once more M1 is carbine rifle using a carbine profile weapon and not an SMG so IT IS NOT A CLOSE RANGE WEAPON and work just fine with both bar and LMG.
LMG grenadier cost: 240 manpower, 60 munitions
Riflemen cost: 280 manpower, 70 munitions, (sidetech BARs), 60 munitions |
This definitely not, we have more than enough sandbag snoozefest gameplay in coh2 and penals are meant to have a different playstyle than conscripts and have a stark contrast to them
except you feel the lack of green cover hard on a penal build pretty hard
at least later on in the game |
Those units have their own issues, but at least those have a clear and exploitable weakness. Panzerfusiliers don't.
fusiliers' weakness stems in their early game (which only lasts like 5 minutes anyway) lack of defense if a full HP soviet six man squad manages to close in on them, they simply lose the engagement if that occurs.
also vipper forgot that tommies need upwards of 45 fuel and ~300 manpower of sideteching and then ~80 muni per squad + 45 muni per squad to boost them to their optimal level compared pf needing 80 muni and a truck (whose price doesnt matter as you get the truck anyway) |
It seem that you have trouble understanding what you reading.
PF before being upgrade cost 270 manpower, are 5 men squad with worse DPS than VGs. That makes them on the least cost efficient mainline infatry.
yeah because you are supposed to wait their infantry upgrades dipshit |
Not really:
The cost of g43 PFs you are comparing is 295 manpower+80 mu and one has to set up a track before one can even upgrade them.
So compared to most "mains" they more expensive.
Ungraded PF at 270 are simply one of the worse "main" when it come to cost efficiency.
universally agreed to be essentially the best mainline infantry in team mode games and probably in 1v1s as well --->>>> "But...bro...they aren't cost effective!!" (they are) |
tldr buff the P4 despite it having an useful role in larger team modes as good support that enhances heavy tanks
might as well, wehrmacht is clearly weak |
why is your axis winrate at like 40% if they are so OPOPOP like you state in every post of yours
?
I have no interest in playing axis factions, hence my low play count of both factions. I'm playing the osttruppen defensive doctrine as wehr almost exclusively, probably the most fun doctrine the faction has |
Absolutely true. However, there is one thing that makes bottom cutoff/VP funny.
First of all, both the VP and the general points are cutoffs, so you need to hold both to have fuel.
Which brings me to another thing I have noticed in my countless games on Hill 400. One thing that the east side has going for it, when defending the bottom fuel/cutoff is the elevation.
My last 10+ games on Hill 400 have all been the same fu*king spawn (3v3): West, bottom-most. Meaning that I had a 1v1.5 on the bottom fuel/VP.
Now when assaulting the VP/cutoff from the west side, there is some sort of an elevation which is not obvious at all. I have noticed it because I only use ground target when using any tank besides the TDs. Last game, my Pershing targeted on the VP a huge ober blob, from the area a bit to the west of the VP (that clearing below the road).... I sh*t you not. The Pershing couldn't ground target on the VP from there. Literally all shots connected with the ground. I think I fired 6 shots on the blob, all connected with the ground. And the skillshot from Pershing connected to the ground countless times from west to east, there
it depends on what side you are on. Both top and south VP are cutoffs, but the west side gets the north easier and the east side gets south easier. The meta in hill 400 is to have two guys go to the favorable fuel together and overwhelm the opposing enemy, the 3rd player (in a 3v3) should instead go to the opposite fuel, and, rather than try to fight for supremacy at a disadvantaged point, should instead rush for the VP or fuel point and dig in to fight as long as he is capable of fighting. If you fail to rush the enemy-favored fuel point, just retreat and attack the middle VP
This is essentially the textbook of how Hill 400 is played, try to coordinate attacks like this and hope your team does not disappoint. |
The Elo hell is so solidified at this point it makes the game brutal to play.
What is the chance of a ladder reset?
become satan if you are stuck in elo hell |
- Royal Engineer and Tactical support provide UKF same fromula meanwhile 5 OST doctrine give you 5 different way to play your army ?. Your point is pointless after all.
Vipper is trying to defend how a buff that gives 10% free hp to already durable tanks (with 960 hp non doc and well over 1k hp on doctrinal heavy tanks) that ALSO applies on allies is balanced because the p4 isnt like the okw command panther and cant fight it's own battles. Some of the doctrines also include spotting scopes and/or panzer tactician, so you know, must need a buff
Personally it should be like a standard wehrmacht panzer 4 F2 so it can not only make elefants, tigers or massed panthers even tankier, but also apply the buff on itself and kill your hopes and dreams in team mode |