Short game, got rekt. I struggled early against double MG-42. I didn't get grenades early because I usually like to get weapon upgrades first. Would earlier grenades have helped much? Also, if someone could review both my teammate (NJM) and myself (Donald Grump) I would appreciate it. |
Short game, got rekt. I struggled early against double MG-42. I didn't get grenades early because I usually like to get weapon upgrades first. Would earlier grenades have helped much? Also, if someone could review both my teammate (NJM) and myself (Donald Grump) I would appreciate it. |
I just hate the fact that JagdPanzer is in the Flak truck. The Flak truck has all the eggs in one basket approach is a nightmare if OKW is on the back foot. I personally would like to see the JagdPanzer back to either Med truck or Mech truck.
So can we put the Jackson in T1 just in case the USF player ends up on the back foot? I really like your logic. |
Been having a lot of problems lately, but it varies greatly by day. I had 3 disconnects today out of about 8-10 games. It's normally worse on weekends when there are a lot of Europeans playing (I'm in the US). However, my router log sometimes shows errors that indicate Comcast is disconnecting so they may be partially to blame. |
I would say leave stuka as it is, but buff other stuff, especially buildable Howtizers, and especially self-propeled ones like Priest and Sexton, cause now i fear (and use) Pack Howie more than real howies with greater effect, and it aint normal. Artilery is joke in this game, itš either to week or comes too late, actually i loved British op abilieties when they were op, at start, they made me fear them, made me take actions,l now when i see 350 muni bomber run, i just laugh my arse off and move everything away with no damage (just repair some trucks after).
As i see this ability can be problem in games with more than 3v3, but from my experience i go to em when i want to see a real clusterfuck, some war action ,and i basicly get it so whats to whine about. AND do u 3v3 (4v4) players want to say me that u go to play these game modes for strategy, or u go to play them just for fun (action/death/clusterfuck)? I bet its 2nd answer, then get it that fun is relative - its botth fun to blow blob up with stuka, and with calliOPe alike.
In competitive levels, where u need to think more, than just spam shit - i mean 1v1 or, to less extent 2v2, stuka bomb isnt much problem.
The AOE is so large that it is hard to get a pack howie out of the blast zone, even if you respond right away. Same thing for 57mm at gun, and having a Vet2 or Vet3 at gun decrewed when you've almost backed it out of the blast zone is really annoying.
I don't often see the stuka in 2v2's but if one hits it often swings the game. The AOE means that you can't all of your major, ambulance, and units out of the AOE.
TBH, one of the annoying thing about off-map air in this game is how completely antihistorical it is. The tiny remnants of the Luftwaffe in 1945 mostly tried to defend Germany for aerial attack, not close air support. There really shouldn't be a Stuka loiter, dive bomb, etc. On the other hand, US should have much better off-map air.
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It's ok, just type "playercard plz" in chat. 
If the "plz" doesn't get what you want, just add "you gardening flower nice person" so that they know you're being extra polite. |
Each dupe brings 500 supply points.
516,750 devided by 500 is 1033.5.. How the fuck do you have over 1000 duplicates???
The whole inventory has a space of 1000!!!111
It said that the inventory space was 1000 but it didn't actually have that limit. I had well over 1000, ended up with 373,500, even after deleting a few hundred several months ago. In the end, it didn't matter much. I bought everything that I didn't have except a couple of skins and still have 140k left over. |
I once made a thread similar to this one before calli got nerfed.
These were the problems I had with it.
1. Number of rocket fired in the first salvo and time between when it was fired and when they landed was too fast.lead to quick wipes with little time to respond.
2. Sound of the rockets firing was too quiet. Often couldn't hear it firing from the fog of war.
3. High HP and armor makes it super hard to kill for a unit that never even sees the front lines.
When the enemy has indirect fire you have two options. Hold out and try to dodge the salvos which is hard to do due to 1 and 2, or try to kill it before taking too many casualties which is also hard due to 3.
It is expensive and it does leave the USFs with fewer AT units on the field. This weakness however is less prevalent in team games since they can help with the AT side of things and zooks can help prevent any stug or p4 rushes.
If I were to suggest changes it would be to fix problems 1 and 2 by making it louder and have less rockets in the first salvo to allow the enemy to relocate.
It really doesn't need another nerf to performance. The time between when it fires and when it hits seems about the same as the Panzerwerfer, unless the Calliope is much closer. You probably do have a point about the sound not being as noticeable as the Panzerwerfer. |
LOL. i'm willing to risk my rank for a go at that silliness. what if i give the crewmen zooks? no more p4 problem lol.
Go for it. Most of the time, you're going to want to decrew the Priests anyway. I do when I'm not struggling for micro. A few mines from rifle squads will help also. |
But even the Puma doesn't cover every single disadvantage of Ostheer early-game.
My point is that the choice is completely bipolar:
1) If you don't pick the doctrine, your indirect fire options are shit (i.e., on par with UKF).
2) If you pick the doctrine, you are the god of indirect fire.
Now there are two cases:
- The faction has been designed to perform well without indirect fire. This means that they should become insanely strong when they ALSO get access to Calliope (and LMGs, and tier-free AAHT). Calliope is P2W.
- The faction was shit to begin with, and absolutely needs the Calliope to perform in the late game. In this case, the Calliope doctrine is a pay-not-to-lose doctrine.
Regardless of what situation the USF was in pre-Calliope, wouldn't it be better for the game if Calliope was weaker and (if necessary) USF core became stronger/more versatile?
The pak howie is fine. The mortar in the balance preview is also okay, as is the Priest. The Calliope has to be used aggressively to be effective and ends up being another unit that needs micro in a faction that already needs a lot of micro.
The USF core is also okay, other than the 57mm AT gun should provide green cover for its crew, the reinforce cost for RE's being too high, and mines being doctrinal. The price nerf for RE's should have included mine-laying ability, especially since all factions will soon be able to make green cover. |