i mean, some people ignore it, but i choose commanders based on their ability to support my teammates.
so yeah, i use my sturmoffizier to buff my buddy's infantry. and a command panther to buff his vehicles. |
i really think auras should apply to teammates. it encourages team play vs lane play. |
Look, you know, everybody knows the Jagdtiger is a big problem. Everybody here knows. They gave it too much range and they make it so there's nothing to counter it. Nothing. And it's a terrible design. It's just terrible. But I think the Elefant - I think it's fine. It's got no range. None. If there's a problem there - and I'm not saying there is a problem just that there might be a problem - it's the spotting scopes. But that's not the range. That's another problem. And I think we can all say that's the bigger problem, really. Much, much bigger. Maybe the biggest problem.
And now, you know, they're telling us they're going to make howitzers seventy fuel and they're going to nerf the Stuka bomb and they're going to make so it's not one-hitting howitzers. But they're doing nothing about the Il-2 Precision Strike. Just nothing. I think - I think we all know - that the Stuka's broken. It's so broken. But if they nerf the Stuka they have to nerf the Precision Strike too. And I can - we can all - agree with that. But right now that's not what they're telling us. They're telling us they're not doing that. I'm saying - this is - it's dumb. I mean, this is just the dumbest decision here. I dunno what they're even thinking. But it's dumb.
And, I mean, we're not even getting to the big stuff yet. It's unbelievable. These guys - they still have Panzerfusiliers as six population. Everybody knows they should be seven. Everybody. And I tell you, that's like, a one minute fix. One number. Done. But they're telling us it can't be done and it's not the focus and that there are are bigger problems when everybody knows that's the biggest problem. And let me tell you - I would get it done. I would get it done so fast. I would make sure that it gets done. They would be seven population. Seven. Like they're supposed to be. Seven.
And also StuGs are still 560 health. Why? Nobody knows. Nobody. Let me tell you - this is just making us all look so bad. They think we are so stupid and they can raise the population to ten and nerf TWP and still let this thing get three-hitted by a Jackson or a Firefly. They think we're that stupid. But we're not. We're not going to be stupid. We're going to raise the health to 640, which - by the way - which was what it was always supposed to be, and we're going to make sure we never look so stupid again. That's what we're going to do. And we're going to get it done right and it's going to be great.
DJT's speechwriter. Well done, Sir.
I'm against the TD changes. There's gotta be some realism left. A JT should absolutely out range and out gun all vehicles. It's use is limited to open and narrow maps anyway.
Can someone explain why a command panther shouldn't buff teammates? I kinda thought that was most of the benefit in team games... |
OKW: Kubel vet 1 maphack (compared to OH/SU same ability which cost munitions). Stuka Zu fuss vet4 incendiary barrage not sharing cd with main barrage. Passive suppression on Obers. Infiltration volley grenade munition cost. IR STG ignoring cover/long range dps (if we actually make AR, such as BARS, not perform as well at long). Vet5 400dmg JPIV. ST criticals.
Stuka zu Fuss incendiary barrage is worthless due to horrible accuracy, so if it shared a cooldown, no one would use it. Besides, it costs munis. |
No. Please. Stop this madness.
A DshK is a 12.7 mm machine gun. It should suppress and do a ton of damage. Do not nerf it. Add a CP or something, but ffs, a vickers or an mg42 shouldn't have shit on a DshK or an M2.
Force teching for the m4c. Fix the call in meta. That's it. |
Is it me or USF horribly disadvantaged vs Kubel spam in open maps? Like holy shit the DPS of these guys are insane vs squads in the open. Not to mention they can cap so it's not like they lose capping power anyway. My Rifle squads drop models like flies and so far the only way to stop them is to build extra RE and try to engage from cover. Even then another Kubel can come and push squads away. So there your early game advantage gone and forced to go the backfoot against OKW who has no MP bleed whatsoever(SP can rep any damaged Kubel plus you lose 210MP anyway per unit, not that punishing once OKW pushed USF off the map. Even better if OKW goes Luchs/Pzfuss with G43(which they have Munis for) and proceed to roflstomp the rest of my army. How do you guys deal with this strat at match start or recovery phase? Usually I barely have enough fuel for Lt tier at this stage.
as someone who occasionally uses the kubel strat against USF, i can tell you that it's definitely effective, particularly against riflemen. i know i'm borrowing points from hector and others, but things to think about...
1 - stick to cover, get an ambulance, and retreat if you only have one squad vs multiple kubels. you want to minimize early-game bleed.
2 - pay attention to what else he's building. if you don't see ANY volks he's likely waiting for 2 CPs and panzerfusiliers.
3 - the WC51 thing can work, but i often build an early raketen solely to address that (or UC if brits). better off sticking to your play and working around the kubels.
two-three rifle squads can just charge a kubel (as long as they've been healed) and they'll win, but one squad vs two kubels and a sturmpio squad is just going to bleed. manage the bleed, keep your forces together, and get an m20/at gun out as soon as you can. |
look, i hate people that whine... but despite the nerfs to penals, penal blobs are still shockingly potent against OKW. i think this is the case for a few reasons...
1 - OKW lacks a solid suppression platform. a flak halftrack would work, except that penals just upgrade to PTRS and blob at it. MG34 is a joke... penals just run straight at it and win. every time.
2 - penals vet very quickly (still). they are pretty durable by default, but the RA bonuses make them frustrating to fight against with volks. fusiliers are ok once they're vetted, but you still end up bleeding a lot.
3 - the PTRS upgrade gives the SU player options, but also limits the OKW player's ability to counter the penal blob. also, by the time a luchs comes out, a good soviet player is already moving towards a suchka, which REALLY limits the luchs' utility.
i'm not saying they need to be nerfed into oblivion, but i think the trend towards super-low RA infantry units (penals, brit IS, etc.) is making infantry play inconsistent and encouraging blobbing. |
honestly, i'd go the other way with aegion's suggestions... every faction should start with a combat unit. this is inhibited by EFA's design, since they have to build a structure right off the bat and the WFA armies don't. starting with engineers/pios/REs is a handicap, especially with brit IS and OKW sturms available from the get-go.
that said, the variety makes life interesting, so maybe don't change anything... |
IRL allied CAS was about as effective firecrackers vs tanks. Go look at allied CAS tank kill claims and compare them to actual unit losses. And Wirbelwinds and Ostwinds were operational in Normandy and although rare completely decimated Allied CAS IRL . . . It's not like Germany will be helpless. The meme of allied air strikes being entire panzer division killers is a meme I hope Eugen will chuck into the trash, unlike CoH devs who actually believe it.
Also the game takes place on the divisional level. It is only division vs. division. To historically balance German qualitative superiority allies will obviously have access to more unit availability per card and more offmaps.
When Eugen says they will make the game realistic they mean absolute realism in game mechanics and no unit hand holding. If a tank can't penetrate another, it won't. There is no deflection damage. Riflemen will have a 0% chance to win against Fallschirmjager. British Commando units will have no combat effectiveness outside of forests and town sectors. British infantry sections are not arbitrarily better, but will likely be worse according to history. A flanking shot on armor will almost always result in instant KO, just like in WG. Artillery without a spotter is worthless, hidden AT guns completely slaughter tanks.etc
A new mechanic similar to "teching" seen in kid RTS is appearing. As time progresses the battle will enter different "phases" and both factions would get stronger units/offmaps. It is said divisions like the 101st Airborne division will have early game advantage thanks to elite, numerous infantry and the Panzer Lehr division will be weak early game but have elite mechanized infantry and heavy armor as the battle drags out. This is authentic in some ways because a Panzer Division would not mobilize it's heavy armor unless absolutely necessary in a meeting engagement like Steel Division is portraying. And wow, the game is balanced theory wise in a realistic way without hand holding units.
Victory points are gained by holding more territory than the other so SS panzer divisions and the like would have to push hard to take back lost ground assuming they survived early game. Seems well designed to me. . .. ..... . . . . . . . .
German fanboy much?
Scoreboard. |
Something needs to be done to control/deter USF blobbing. To make it more punishable or to make it not as rewarding. To make strategic play more viable. In this case, having the same weapon that is effective yes, not as effective on the move but as effective while static is a first step in my opinion.
Stop whining and learn to use machine guns. If anything, ostheer is way better off than okw, since they normally need two mg34s for crowd control. |