Someone remembers the patch where they made all flame weapons totally OP?
- flame nades/molotovs and wasp UC with then 35 range killed a fullhealth squad in 3 seconds. 251 flamer and Crocodile in 1 second
- all handheld flamethrowers left "lava" on the ground like bigger flamethrowers still do. Penal and USF riflemen flamer spam was almost unbeatable
- soviet doctrinal flame barrage deleted whole screen in seconds
honestly the molotov throwing animation for conscripts is dreadfully slow, so i can see a benefit to having the fire, you know, SET PEOPLE ON FIRE
i wonder if there was the flamethrower ability in multiplayer where you spend muni to instakill anything that was targeted |
Any decent player having 2 mortars is suicide. You probably underplayed your part in order to let him have 2 mortars unhindered.
have you EVER played team mode? |
UKF can run wild until 8cp comes and axis have access to Lefh. Then the ukf player has no hopes of success.
except 2 mortars beat a mortar pit and 2 Leig 18s absolutely destroy a mortar pit
and then you got two indirects against a faction that has to sit in cover, go figure |
Not really. The fwd hq just gets targeted instead. It's a much bigger target, less hp, more resources have gone into it and has no brace. Easy target for rocket arty.
yeah emplacements are D tier/garbage because its so easy to pressure them and eventually destroy them.
the fQH will survive light arty but it indeed starts to struggle as you get LEFH and stukas raining down, and theres not a single thing you can do
Precision barrage. 200 muni guaranteed kill on an LEFH.
Sure a mortar pit can survive that long if properly supported. Hell I even got one to last the entire game on Ettelbruck vs ISG/mortar spamming Axis, with teammate help. Close calls but it worked. Katyusha put an end to their light arty.
the thing with emplacements is that they can survive only if you are in a supporting role to your allies, if the enemy focuses your army, you will be panicking to find any solution to the pressure you will have on yourself. However emplacements can be very hilarious to use because the enemy will, as if feral, focus all their resources to hunt the emplacements down. You can draw the resources, time and attention of multiple enemies by holding out as long as you can, attritioning hard so your allies take over the map
yeah, the precision barrage kills LEFHs, but i dislike these 200+ muni abilities because they come at several CPs later than the arty, and additionally have to be used several times to fish out all the arty |
Right, because ppl weren't screaming enough about it before. Unknown to most players, this commander does in fact counter LEFHs as well ever since the Assault officer got the (hard to shoot down version) recon pass at vet I.
I thought it was just for vehicles, but turns out you're right. Huh, I thought it was gone when ppl stopped spamming fwd hqs near their emplacements with this commander. Though I vaguely recall a repair search radius nerf(?) that may have had something to do with that. Anyway, at least the autocounter-all-arty at 3 CP was heavily nerfed and then removed. Iirc it used to kill even rocket arty. No more 130% hp bofors and mortar pits, tyvm.
the repair is nice because it essentially lets you prolong your building lives and not bleed extreme amounts of manpower on engineers that get dunked by the volleys of mortar and LEIG 18 spam
IIRC the arty was considered completely useless and so it was removed in favor of letting it have (i think) hold the line
and how does it counter LEFHs? what does it have in its kit rn? if support emplacements somehow persist until LEFH, which is a miracle by itself, they definitely wont exist after it starts raining down |
Conscripts were only 200mp then and it was very easy to trade efficiently with the sandbags.
haha they would never again repeat such blunder in the future, right? ("we have new units", "our forces increase") |
As the bug that made me quit the game for 5 years has already been mentioned......I offer Advanced Emplacement Commander Day 1. Unkillable emplacements + 100% uptime counterbattery that annihilated all Axis arty at CP3 or something. Bofors that was harder to kill than 10 Flak HQs. Oh and their fwd HQs repaired nearby emplacements too + gave the garrisoned fire bonus. The real sim city.
they should add this back in tbh
their forward HQs still repair emplacements btw |
I am pretty sure the IS2 used to have a stun mechnaic where even if it didn't penetrate the shot could cause a stun. Made up for the shitty ROF and with VET made it better than the tiger which was also strong as hell.
Stuka dive bomb could be used in base sector, you could be losing the entire match but one good retreat along with stuka dive bomb to opponent base would at minimum get you back in the game at best get you a rage quit.
no, the IS-2 had no stuns (but the tiger on release had around a 15% chance to stun a tank with a hit, according to what I had read)
also couldn't you use every ability on the base sector back then? And asides from the plethora of OKW dunk abilities that exist, wasn't the salvage one literally capable of one shotting USF's entire base? |
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Decent points, but to be fair if the OKW manages to get 720mp and 270fuel that means you did a shitty job hindering him and pushing him.
KT maybe crazy op especially with vet1 ability, but do not forget that it comes out at 35-40min mark (if we assume you got a p4j and didnt rush) meaning alliedcucks have plenty of time to win.
as for Pershing, I made that discussion about 3 months ago and I remember most people on the forum (read my post history if you doubt) talking about "Having good AT and Sight capabilites is not in the unit's area of expertise" so please refer to that post if you must make a big deal about it.
there's objectively nothing you can do apart from stomping the okw player into a total defeat before 20 minutes from getting whatever tools he gets doctrinally and non-doc
as it turns out, okw players, for all their lacking in brain power, are still playing a respectable faction and can very realistically stall for crutches |