As a US military user and a self-propelled gun lover, I would like to see the accuracy of the M7B1's shells improved a bit. I would also like to see the range be a bit longer than the German 10.5cm.
God that would be too much. Also i think the creeping barrage first shot has a near perfect accuracy unless that was the british mobile artillery piece i am thinking of.
After playing some Osttruppen recently i must say that they definetly still work even if it sucks that you have to build them out of the t1 building. Essentially going for 1 more Osttruppen then you would Grens and supplement them with Mg, Mortar/Sniper and Panzergrens and you have a solid frontline that can HOLD the enemy while the Pgrens and the support deal with the enemy. Though i only had success with this strategy on maps with many buildings and/or green cover to survive the early until i spammed green cover everywhere with the Osttruppen to hold and slowly conquer territory.
Vickers HMGs have good damage, but their suppression is so bad most squads can walk into their cone of fire and de-cap a point before they get pinned(if they ever get pinned). I know this subject gets brought up every so often, but really what good is this unit if a lone squad can walk into my cut-off to de-cap it and get away with a few models lost(if he had retreated right away in the video when the de-cap was done he would have only lost 2 models). This also brings up the point that squads can walk into a Vicker's cone of fire and Nade it even if starting from the furthest edge of the cone(the guy could have easily naded my HMG).
This now requires more micro-tax on my part to reconnect my cut-off by either bring over another squad, that could be fighting elsewhere, over to recap or remove my HMG from the safety of the building to recap the point. That a 280MP HMG can't even protect your points from being de-capped is ridiculous. I propose lowering the Vicker's damage to buff its suppression. Feel free to comment on why you would or would not like this change.
I know this is a very old thread but by god the Vickers literally reloaded while spraying those stormgrens and still dropped 3 models with the cap only being neutral. I feel like the Vickers hmg back then was a good hmg and still is today.
Overwatch is definetly needed. Without it there would be an important artillery doctrine missing from OKW ...
As for Jaeger Lights i can understand the frustration but as long as pathfinders are allowed to pick up BAR rifles i wont stand for a JGL nerf. The Goliaths are also very expensive but i understand the frustration of suddenly being blown up out of nowhere with demo charges ...
The plane call in is on the stronger side but things like hold the line from allies is also insanely strong so Axis also needs its panic buttons to make it fair.
I honestly dislike demo charges. Commandos with a smoke barrage getting to your forward base is such a cheese play which can be quite unforigiving for Axis players.
Those demo shenanigans is something i do not wish upon my enemy
Lol without them usf has no chance to be competitive. Some buffs are defenitly needed if those 2 or just 1 gets nerfed (probably into the ground)
I feel like USF can still be played even with a pathfinders nerf. Maybe cap the pathfinders to 2 squads ? The best way to deal with them is probably scout cars or early tanks but that is often not enough ...
I really hated what they did to Ostruppen in the final patch. They should be a T0 unit but they decided to put in T1. If they were in T0, then it opens more possibilities to skip T1. There is reason why I changed them quite a bit in my mod's. Accuracy penalty/buff system they have is stupid as well. In my mod, I changed it so they receive less damage while in cover rather than they can not fight unless in cover. This makes them more generally convenient and have the possibility on them able to flank reasonably if needed.
Yeah i agree. Osttruppen are only really "usefull" in meme setups with Osttruppen spam or something similar. I wish they would build from the HQ or be called in.
I think that the brits are in a good place balancing wise in the game at the moment. Maybe the addiction to greencover and its damage boost maybe a bit too strong but i wont comment on that too much.
The main thing i am annoyed with the most is the british AVRE Commander which allows the brits to call in the godly AVRE tank lategame and early game allows for the best opening in the entire game for 3v3 and 4v4.( I have not faced enough AVRE in 2v2 to comment) Its honestly a bit absurd to have access to a Infantry section Universal, carrier and stronger Royal Engineers in the beginning of the game.
I can understand the strength of the AVRE itself since it can be a very important tool in countering inf blobs, fortifications or super heavy axis tanks but paired with the strongest opening in the game, good tank destroyers and brit lmg laser infantry it often makes me feel like the AVRE commander elevates brits to the point of unfairness ...
What are your thoughts on this ? Maybe there is a better way to play against this commander with Wehr and OKW but i barely see ways to win against this tactic no matter what.
You can never win in 4vs4 using a PvE commander.
If you're looking for a solid commander for PvP, I'd highly recommend going with a Royal Artillery Regiment (RAR) commander.
Honestly from playing against brits a lot i can easily say that the best commander for them is the AVRE commander. The strongest opening in the entire game with Infantry section plus Universal carrier and royal Engineers from the doctrine itself. Nothing beats that and when you face wehrmacht that build MG first play you are guaranteed a win in the early fight. Honestly broken ... The engineers should be able to be called in with 1 command point perhaps...