The simple fact is FHQ commander is just as cheesy as CAS support commander, both needs to be looked simultaneously.
One of my hopes for the next patch is to see FHQ nerfed into oblivion. It should never be allowed to be set up in enemy territory, and maybe not even neutral. CAS gives too much muni per fuel, and dive bomb shouldn't have laser precision nor should it destroy field artillery. |
Comparing commanders is not very logical. All I'm saying is, you have to veto certain map only because of this commander, which are some WFA maps built with super concrete. Ost doesn't have a problem, even in those maps 2 pios will finish the game for you. OKW on the other hand, they cant clear those building. Wooden buildings collapse with one volley of Infiltration nades, or even a couple of ordinary nades.
PS: CAS has it's problems, mostly in team games. Stuka AT loiter needs a small nerf, other wise they are fine. Dive bomb is also fine.
No, CAS is okay only in 1v1 and is batshit broken in large team games. Dive bomb is anything but fine. It is the only airplane skill with no counter, no warning where it will hit, and makes it impossible for Soviets to use ML-20's. (I would include B4 but the last patch made the B4 nearly worthless anyway - unless you like completely RNG units) |
Why do the discussions of allied units always end with so many insults?
It's because so many of the allied units are garbage, with many having been nerfed into oblivion after "discussions." It's made US and Soviet pretty boring most of the time. Now you start a "discussion" because you think one of the three semi-decent USF units is OP because someone used it well against you.
In the meantime, Axis players get vehicles that (in most cases) start out better, and then are given complete fantasy abilities (Pak43's shooting though forests, buildings, IR halftracks that can see through forests, buildings, etc) because somehow just being better units isn't enough.
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So, it's totally fine because it doesn't work on steppes?
It doesn't work well on a lot of large maps, and is less broken than CAS (or any other doctrine with Stuka dive bomb). I'd happily give up FHQ for no CAS. |
These buildings collapse way too easily, plus Steppes is a huge map.
A single Ost mortar knocks down any of those buildings in 2-3 minutes. Plus all of the misses are going to hit near troops that are trying to heal. Bundle grenades take down any of those buildings immediately at the cost of 45 muni's. I can post a replay if needed.
Daspoulos and friends may get away with it only because they're top 10 players going against randoms. However, I'd bet he's never used FHQ on Steppes because location he shows for the FHQ isn't where the people that use FHQ put it, and makes no sense because it cedes both fuels to the axis. The comments about easily taking the cutoff are far-fetched. The "easy" move to the fuel cutoff is halfway across the map, directly in front of the axis base, and through two choke points.
The normal TAB start is to go three to island, then hit mid, so in the map that Daspoulos drew up, the three axis would have both fuels and hit fhq troops from side while the fourth hits fhq with mortar or ISG.
An ambulance works much better than FHQ on Steppes. Now if some genius wants to start a thread claiming that ambulances are OP then by all means go ahead. |
Would you prefer to pick a 120, or ISG/Pack howitzer?
Doesn't it depend a lot on the map? If ISG or Pack howie can fire directly at something and not over, they seem to work okay. If someone is using either like a mortar then they probably would like the 120 better. The ISG does an okay job of pushing the 120 away. I've also lost several fully vetted volks squads to a pack howie on Langreskaya by someone who obviously knew how to use it.
Personally, I like the 120 better in most cases. It's much easier to keep alive, cheaper, and less micro-intensive. The min/max range on the other weapons is annoying. |
Hi there, it's going to be a short one:
First problem
Do you guys think that sturmpios are taking to long to reinforce? I mean I am not bothered by their cost, or reinforcement costs, the prices are entitled, but the reinforcement time is to godam long, your beards are growing over your keyboards until you will have the squad replenished. Don't you think their reinforcement time need some speeding? Just a bit....
Second problem
I don't understand why in the T2 building's case (for me the medic building) the player needs to buy the upgrade for a FRP (forward retreat point), then, when the FRP upgrade is done, to come again and establish the FRP at T2 by issuing a command. I mean why are you buying that upgrade if not for establishing a FRP? So the FRP must be selected automatically when FRP upgrade is done. Only if you need to cancel it, you should do it manualy.
Opinions?
Sturmpios reinforce slow, but so do most other elite infantry like Shocks. Forcing the T2 to pay for the upgrade was Relic's way of balancing with USF since for the same utility, USF had to buy both ambulance and Major. The USF gets the advantage that the units are mobile but they're also fragile and eat up pop cap.
Since I started playing 1v1's, I don't like the resource penalty because it seems like volks are only a match for cons and lose to rifles one on one, so resources are always a problem at the start of the game. I've played games with nearly equal map control where someone went Guard Motor and was pulling in 2x T34/85's at almost the same rate that I was making JP4's. Now that you mention changes, I'd like to be able to build caches. |
I Hope he's not a bear then Effen xD
Nope, not a bear. |
I'm intrigued on how FHQ works on Steppes...
Usually it works like shit. I sometimes play with someone who likes to use it, even on Steppes. He likes to make the buildings between the base and the island into FHQ, if we've pushed through the island so that the FHQ is near their base. Unfortunately, the wood buildings go down fast. Sure, we keep them off the island a little longer but in the end, we end up with one player using only non-doctrinal Soviets so our win rate for long games isn't good. Having decent tanks would be much better than FHQ on steppes.
Sometimes he'll put one in the buildings on the top, which doesn't accomplish anything besides pissing the rest of our team off.
It seems like the games where we used it and won, we would've won anyway, but the losses were made worse by everything else in the commander being garbage. |
Yes indeed, I played on the north side, had to help on the island when one dude remained afk. The one with the med truck got all of his stuff killed by a rifle swarm haha. Then he decided it was time to defend our base sector, and I tried to take the island, failed and returned baack up north for the final struggle.
You should have seen the teamchat, they were screaming that the trucks were op and they could do nothing against it, leaving me to believe they were overrun by huge forces, 2 50 cal trucks with rifles in them and 2 m3a1 (i think the name is) halftrucks plus some snipers here and there. I have rewatched it, my supporting mg, sent in good faith was not even protected by them..
Just before I dropped, I killed the pesky snipers with a rifle nade, small victory
Before last night, I probably would've responded with some snarky comments about your teammates, especially the ones that should have been on the island, but I played two random 4v4's last night as OKW and had horrible teammates, including one AFK. In both cases, the game got more competitive after players dropped and the computer took over. Maybe try sending friend requests to decent axis players after your games and see if you can get a group of four decent players. And by the way, IIRC, those were my snipers |