I'm afraid that this won't be adressed, as frustrating as it's to lose 250 manpower in a single shot, but it would be nice if USF healing stopped being the easiest to deny entirely.
Pershing is overrated as hell IMHO, Panther having more HP than it can easily swing it on it's favour, everything else I see there is often what happens when you play USF. It's lategame is just like spinning plates, at least now you don't instantly lose when they get out a tank, heh.
Too bad about the ambulance. I'm not sure why they are so slow in the game. The real ones were capable of 90km/h, yet it is modeled at about 1/3 that speed. Even just fixing the speed would help tremendously.
The Pershing is overrated because it's pretty good in 1v1, and most of the attention on this website is geared towards 1v1. In a 3v3 or 4v4, it doesn't have the same value as a shock unit. My teammate and I killed three or four of them while fighting over the island in that game. I'm not sure anyone could fix it so that it would be useful in 3's or 4's without it being broken in 1's. |
Could you focus your discussion on USF's tech rework?
You can make other threads to talk about UKF or how Volks lava grenades are BS. (They are)
That said I do feel this rework is the only buff USF needs, now the changes could move onto further Commanders reworks, as those who help you skip tech will fall behind with how easy and rewarding. is to back tech now for USF.
I agree that this is most of what the USF needs, but some of the others are correct in that the ambulance is too vulnerable and could use some rework.
Here is a 15 second video from a 4v4 that shows how vulnerable USF can be, even late game. In short, I traded one Panther for a Pershing, a Jackson, two ambulances, a Katyusha, a major, and a several infantry models. Had I not misclicked in the middle of the dive, I wouldn't have lost the Panther.
https://youtu.be/0WDTuMldkgU |
Tier 1: Custom Match
Tier 2: Automatch
yes, like this |
Honestly you want to seperate in two tiers: where one consists of complete noobs that will get into troubles trying to improve themselves - and the other one consists of players that are able to cheese with wires and blob to beat (double the ressources and maphack while still failing to complete any strategic relevant maneuvers)?
I can only recommend you to take Automatch either less serious especially with random teammates or to stop playing automatch and start playing with or against friends. [Either way really good games are a rarity so rather try to enjoy all games or atleast most]
It isn't really a case of taking the games too seriously, it's just that good games seem rare, and playing with friends only cuts the problems in half. |
^this
1v1 Blame map.
Team games: Blame team mates.
I would rather see some sort of up/down voting on players.
So many team games are ruined by:
- Players crash after waiting 10 minutes to load.
- Players AFK
- Player gets left alone and quits even if team is winning. Cry babies.
- Player is complete noob. Starts BMing team.
- Player is complete noob BMs enemy after winning.
- Player is a blobber. Has high damage but holds NO points all game. BMs team when he retreats his whole army back to base and lone player gets rekt by multiple opponents.
There are a lot of things that make team games bad. Some worse than others, so different levels of toxicity would be required by the vote.
1 - Bugsplats. Print notice to restart after 2 games.
2 - Noobs and Blobbers. Put them in lower rank games next play.
3 - AFK. If player doesnt move any units for 2:00, time them out and let AI take over. Then ban them for 1 hour.
4 - BMs. Accumulate BM votes until about 20 are reached then time ban. Maybe warn at 10.
5 - Map hackers, cheaters, etc. These require proof. Perhaps store replays for 1 day so a game can be reviewed if multiple votes come in?
I really like suggestion #3. I think AFK's ruin a lot of games. Also, I'm not sure why but the Allied AI seems much worse than the Axis AI. The Allied AI seems to want to spam light vehicles late game. I don't have any data to back it up, but it seems like that's what I see.
I'm not sure about the voting, unless players were somehow vetted before they could vote. I've had two games in the last day or two when one player completely went off BM'ing another player on my team for not building caches. The interesting thing about both instances was that we were all OKW.
By the way, your examples were spot on. Sometimes it is the same player in your 4th example and your 5th.
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The mod is a big improvement over the standard tech structure. I think the costs might need a bit of fine tuning (slightly more manpower for the LT & CPT?) but otherwise it's great. The 0.5 tiers still have the "requires lieutenant dispatched" verbiage on them instead of needs upgrade. |
And that range is only 1 
For what it matters, the damage is similar besides 0-10 range, which almost no infantry squad manages to get into range.
Random thought. Would Ostwind with MG suppression be broken ? Talking about 1/2 bulletins level of suppression.
I don't think it would be broken, but also think that what it really needs is to have the AA ability improved. At Vet 0, it seems almost worthless for AA. At Vet 3, it sometimes shoots down planes in a their first pass. I've watched it in comp stomps and seen it not fire at planes or unable to rotate the turret fast enough to fire at planes. Maybe just moving some or all of the rotation bonus from Vet 3 to Vet 0 would make this okay.
That said, it is interesting how this thread has so many replies yet there isn't any similar thread about the USF AA halftrack. To put it in comparison, for 30 more mp than the Ostwind, you can purchase a USF AA halftrack that has 1/2 as much health, 1/7 as much armor, and moves slower (at least in game - IRL the M15 was almost twice as fast). Even at that, people complained when the USF halftrack had a 360 degree firing arc so now the main armament only fires to the rear. |
What would people think of this idea - have two tiers of automatch. For the first tier, let anyone join. For the second tier, make players have to win a game against an expert computer in order to play in 2v2, 3v3, or 4v4 automatch. |
Fragmentation bombs aren't meant to take out fortified defenses. The ability excels at destroying infantry clusters and disorientating the odd tank in the area thanks to how quickly the plane arrives.
Thank you for the clarification and all the work going into this. I've only tried the USF and Ost commanders but like those. |
I just tried the fragmentation bomb from German Infantry Doctrine. It does very little damage to a Bofors, even if the computer doesn't brace. It looked like it would take something like 6 of these bombing runs to take out a Bofors. For 200 munitions, it seems like it should take between 1/3 and 1/2 of the emplacements health if not braced, and may half of that even if braced. Short of improving that, this commander won't be that useful if playing against UKF in a large team game. The other units/abilites, seem okay. I like being able to heal without retreating to base.
This is slightly off topic, but I tried a couple Ostwinds in the comp stomps that I did. There seems to be something wrong with the AA ability because they often would not fire unless very near the circle marker for P47's. The turret rotation also seems too slow and would not track planes. I'm not sure why, but when one would hit vet 3, it became almost too good and often shot down planes after a single pass (but wasn't watching to see what else was shooting at the planes). |