Would it be a good idea to recrew an MG34 with Falls? Nice dps from the crew at all ranges 
I played a few games where I recrewed maxims and mortars with Shock troops. It was somewhat amusing to see someone pop a Falls out of a building behind the maxim, then have to do a oh-shit retreat. Unfortunately, it costs too much, both initially and upkeep, to do it regularly. |
Mods on this site need to start cutting down the amount of useless shitposts on this site. OP makes a topic intending to spur balance discussion with some clear, succinct points along with explanations and literally every single post in this thread so far is absolute trash posted by what appears to be 13 year olds
No, the original post was a shitpost masquerading as something intending to spur balance discussions.
Emplacements have no counter? Maybe, other than LeIG, LefH, flame nades, flame pios, mortar halftrack, multiple shrek squads, JT, Elefant, etc ad nauseam.
Svanh did reply in a completely non-juvenile way. His reply was spot on. |
This seems like a weird question, but when is it appropriate to build emplacements with this commander ? In 3v3, 4v4, I feel as if building any emplacements immediately tips your hand, which prompts the enemy to start spamming mortars and ISGs. This pretty much spells your doom, unless your allies can take out the enemy support weapons. Thus, I feel like this commander is fairly easily countered by any Axis player who knows what they're doing. Kind of a one-trick pony.
It's only good on a few maps, and even then needs a word of caution. Emplacements don't seem to live long unless you have effective counter battery to help. Even then, the counter barrage has a 250 range, so you'll need smaller maps for it to be effective. If counter barrage isn't effective, then your emplacements will be just the speed bump that Spinflight said that they are.
Early emplacements get rekt easily because you likely won't have enough to defend the emplacement. IMO, they're better when you have the cp's for counterbattery
Even if you are successful in keeping sim city alive, there is still the tactical problem that your sim city isn't mobile. If you lock down one VP and camp there, while the rest of your team is outmatched on the other two points then you'll lose anyway. |
That's a genius idea!
I haven't tried the double mortar like some people here (with better elo's than mine). I used the pio to scout, tried to have the mg42 set up so that it would fire first (preferably from green cover), and used either grens or the pio to flank. I use about the same build order as GBPirate. I used to never recrew maxims, but found out that they work well against Soviets (especially when supported with grenadiers) and it was dumb to just give them back. |
Spam them back.
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The T34/76 is close to ok as is, and none of your suggestions seem all that great. If people are getting upset about the quick T70, a T34 that comes out 20 seconds later would really make people unhappy.
In 2v2's, it's still somewhat useful late game as a flanking and capping (with Vet 1) vehicle. Sometimes they're useful for hunting panzerwerfers, depending on how easy it is to flank on the particular map.
With most of the game set in late WWII, it would seem to be more consistent to have the T34/85 in the tech tree instead of the T34, but that idea has been tossed around a lot already (and ignored by Relic). |
The LefH gets a range upgrade too at vet 2/3 I believe. It should easily get this from pounding away at emplacements. So don't build them too far forward in danger of being spotted by tanks/counter barrage/off maps.
LefH vets fast when shooting at emplacements. It also takes them down fast if you can fire from around half range. Counter barrage can be a problem, especially on small maps like Crossing or Faymonville. |
Which ones get you the most bang for your buck? There are lots to choose from and would you choose differently depending on on the HMG in question?
List of HMG Bulletins that come to mind.
1. Accuracy +3%
2. Reload +10% Faster
3. Fires 4% Faster
4. Exp Gain +10%
5. Suppression +5%
Accuracy gives +3 damage, veterancy, etc, etc. Rate of fire is almost as good. When playing Soviet, I use both accuracy and rate. Suppression isn't as helpful because people retreat a little faster and take less damage. |
A better question is why the ISG has such high accuracy at max range.
The last time I tested the ISG was not long after UKF was released. At that time, the scatter circle of the ISG did not get larger with range. I don't know if it was a bug or "working as intended" but it turned the ISG into a long range sniper, which would sometimes countersnipe UKF snipers. In either case, it should have been "working as intended" given the BS that was the Crocodile and Centaur at the time.
The pack howie is still really good, and would be too good if it auto-attacked at full range. I agree with Doth that it shouldn't be so fragile, but think that applies to the 57mm as well (which is also good when vetted up). |
Smoke + Goliath?
Depends on the map size. Large maps like Steppes make it easy to shell sim city from outside counter battery range, so even LeIG's will work. Small 2v2 maps are more difficult, so mortar HT, JT, Ele. Walking stuka doesn't do enough damage to be effective, nor does panzerwerfer. AT guns risk getting decrewed if mortar pit fires on it. |