So why exactly was the t70 nerfed again ?
so T-70 vet 3 recon is OP
But vet 222. + scope is fine?
In a doctrine with a heavy hard hitting TD to boot. And if we wanted to tackle recon issues, why arent we tackling the proper offenders like Spec ops flares? why is the t70 only one that gets these nerfs?
The 95 sight was reduced to only 3-3.5 more range than a veteran 222 WITHOUT spotting scopes and no specific ability for it.With scopes it only had 4 less than a veteran t70 on recon.
I watched one replay from some top players, one side got a Vet 3 T-70. It turned into a major problem for the other side because it was almost like a map hack, and much better than a IRHT. Think of it this way - with the sight that it provides, everything that you have will be firing at its max range, and you'll see every opponent's attack long before it hits you. |
You totally miss the point that axis have no early to mid game real ability to destroy buildings or just garrisons like allies have. Brit infantry have some AP ammo that having building to building fights you will always lose to them, there are strategic buildings that are better that they are destroyed than left standing against you.
I usually have Feuerstorm in my loadout as OKW or one of the commanders with the MHT in as Ost. I do sometimes have problems with Sim City or FHQ (especially since the nerf to the Walking Stuka) but not sure if a demo would really help. I'd much rather have better damage to buildings from LEIG's, Walking Stukas, or MHT's incendiary rounds, particularly against FHQ.
If I did get demos, I'd mostly use them in 1v1 on certain buildings like the ones that overlook the center VP on Crossroads, or some 2v2 maps like Rails that have buildings by the fuels that can be annoying if the other side gets them. |
More likely:
Never use
Bitch they are too expensive because Axis actually have things to spend munitions on unlike Soviet...
In watching most of GCS2, I only remember seeing them planted on the "friendly" side of buildings for a chance at a squad wipe in a wooden building. Even then, you'd have to be watching it and hope that you notice the squad in the building before they notice the demo.
Also, the premise that Axis need it because some Allies have it is interesting. If that is the case, then both Soviets and USF should get non-doctrinal advanced medium tanks and heavy tanks. |
What´s the reason of putting Pak Howi behind side-tech? Doesn´t make that much sense to me. It would be fine if it was just unlocked after you get your Captain out. Against Ostheer you need indirect fire relatively early to deal with MG42s. It´s not really viable to get Pak Howi for that because it just arrives way too late.
We played around 10 games with the revamp patch. USF seemed good in 1v1. The earlier officer squad makes a real difference. So does the availability of AT options in every tier. I don´t think there is much of a problem with the changes in 1v1. Generally positive IMO.
In 2v2 USF still seemed pretty bad though. Not sure if the revamp mod will make USF a viable 2v2 faction, I guess UKF and Soviets will still be better than them. The problems that USF had in team games aren´t really solved.
I think the point of the mod was just to fix USF in 1v1. This mod might help the USF a little in the early game in team games but doesn't address any of their late game problems. The don't have good answers to the Ele/Stupa/JT/KT combo's that you see on maps like Red Ball. Nerfing the Calliope into uselessness definitely really hurt because it used to force infantry to retreat so that you could possibly push off the armor with infantry.
The Vet 3 RA nerf had a noticeable effect on rifle squad survivability in 4v4. Losing those squads really hurts because Vet 0 rifles versus even a Vet 0 Ober is a joke. Also, it used to be that players would replace rifles with RE's late game when RE's only cost 160, realizing that they were likely to lose them anyway but could at least cap with them and possibly equip with a bazooka. Now, at 200 mp with a high likelihood of being wiped they really aren't cost effective any more. Reverting those nerfs might bring USF back into parity.
Alternatively, Relic and the mod team could make a tech change that might help a lot. The Pershing doesn't have the same impact in 4's as it does in 1v1's, but making it non-doctrinal would probably help (similar to KT). It would have to be tied into unlocking all three officers plus the side tech, and possibly another side tech from Major so that it can't come out before KT in a 1v1. The Pershing from Heavy Cav could then be replaced with an Easy 8 (preferably) or 76mm Sherman. |
One could test making the RW work as hand held rocket AT weapons.
High mobility and response times with less penetration/damage and deflection deflection damage. More like an AT squad with longer range.
I think that is what was intended, but really I'd just like a reliable AT gun. It seems to get a lot better with vet, and works a lot better than it used to (forget what was changed in the last patch), but still isn't that great. |
That's because the USF AAHT comes in Tier 2 and costs less fuel, and therefore comes much earlier when there are far less counters available. The USF AAHT hits the field during the infantry-heavy stage of the game, whereas Ostwind comes out at the medium armour stage of the game. Doubt anyone would still be complaining about T70 if it's placed in T4 instead of T3.
Not sure if you realised also, but the AAHT suppresses enemy infantry. The Ostwind is a super expensive 222 atm and does decent anti-infantry damage. The AAHT is a HMG on wheels with no setup time, excellent damage and suppression, does well vs light vehicles, and can't be flanked by an infantry squad or taken out by a mortar.
There's a reason many USF players get the AAHT while practically no one builds Ostwinds.
Yes, I realize that it suppresses, but the time that you can use it offensively in anything larger than a 2v2 is pretty short. After about 8-10 minutes, your chances of running into 2 AT guns and losing it instantly is pretty good. I also don't build Ostwinds, but for a different reason. It's easy to keep alive but never seems to do enough damage/kills to justify buying it (at least in large team games).
PS - I just tried it in a 4v4, and got it killed by a single cloaked Raketen that held fire until I was too close to escape the second shot. It suppresses about as well as the OKW version but still seemed kind of underwhelming. The most interesting thing about the game was that I am pretty sure I was playing against Ullumu (sp?). |
I always get stressed and scared when this unit hits the field.
Cause it hits like a brummbar and it can shoot from nearly anywhere on the map.
It´s like do i have to retreat my infantry at 90% hp.
In the unlikely event that it does hit one of your infantry squads, you will have to retreat. The accuracy is so bad that it is more or less useless against someone who is active with their infantry. It's good for countering mortars because few players reposition their mortars. |
I think we're in agreement then. Buffing everything to anwser the op units is a bad mistake that relic made and we are still struggling with. However I feel strongly that volks need a nerf and Obers need to be made accessible. A faction with 3 infantry units 2 as hard AI units aaaaaand we mostly only see the cheap general purpose unit... Okw isn't perfect by a long shot and I really think volks are crutching too much to get a good read on them. Plus a major upset for balance. At 10mp more than cons and grens they borrow the best from both and ignore the weaknesses which is an awful design. Rifles are supposed to be the leg work infantry not volks...
I agree with you on both Volks and Obers. I'd also like to see the raketen get a wider firing arc and shorter aim time, possibly in exchange for making it stationary while cloaked. There are too many times that it seems like they should be firing at a vehicle and they don't. |
That's called power creep. Remember when volks were buffed to help stand against rifles forgetting that USF wasn't the only match up so relic did what they do and left conscripts as is and buffed the tits off penals who are now thrashing volks and grens alike? You keep buffing everything and the furthest back on the list becomes obsolete and in need of a buff.
UKF are getting snares, on a possibly 5 man 210mp unit that can arm AT. let's see where that leaves them in the realm of balance..
I don't mean buff all units. For example, my wish list for USF would be to undo the vet 3 RA nerf for rifles, undo the suppression nerf for the 50 cal, and do something so that AT guns don't get 1 or 2-shotted by a Stupa. I don't play UKF enough to have an opinion on them, but do think that the list should also be small (maybe even just the snares that you mentioned above).
The point that I was trying to make is that I like what Relic is doing now with the smaller, targeted patches and don't think that nerfing OKW as a whole will be helpful. |
So, any other faction could tolerant bad plays as OKW do? During several patches, the tech is no longer expensive, and the units become even cheaper, with map-hack flares can light up enemy base. And all its units and upgrades require minimum thoughts compared with other factions.
Having made many bad plays with all factions, I'd say OKW gets punished about as bad as UKF for making bad plays, and certainly worse than Ost or Soviet. OKW's mid-game doesn't feel all that great regardless of battlegroup or mechanized, and having to have those delays Obers so that they come out late. Also, unless you go cheesy with the raketenwerfer (as in magically moving a 150kg anti-tank rocket launcher down a road using the Harry Potter cloak of invisibility), it is generally one of the worst anti-tank guns.
OKW already seems a bit worse than OST, so why nerf it? It would make more sense to improve USF and UKF. |