All factions have this kind of loites (except maybe OKW and UKF, but OKW got flares and UKF got maphack)
I think one 222 or oswind (if you want overkill) should be enough to counter any loiter
I can see if it could be interpreted this way by calling it a "map hack", but I wasn't trying to imply that I consider the p47 OP, only that I have had problems dealing with it
Even though it is certainly good, it seems to be quite resonably balanced and priced for what it does.
Are you saying that a single 222 should be able to consistently take down the scout plane? In that case that seems like a counter that can be quite easy to pull off, you I guess I will try this out.
Thanks for the advice
Thanks for response.
My problem usually comes before the Calliope, because I am being bum-rushed by Stuarts and Shermans.
I did consider an Ostwind, but unless I've really had a good opening and manage to rush it then I usually have a bigger need for a stug or p4 to counter light and medium tanks. But I guess it might potentially work.
I think you have a good point about mines though.
What doctrine would you think would work well to counter this strategy?
I'm considering something like osttruppen, because you usually float both munis and manpower with this doctrine, so this could be used for teller mines and fuel supply drops.
I don't know if any of you guys have met this, but I have come to respect this quite powerful non-meta approach of the US player revealing the whole map with p47 loiter and storming aroung my AT-guns and mgs with ease.
The loiter gives an amazing and long time line of sight, that makes the indirect fire of mortars, pack-howie and calliope so strong whilst also revealing all positions. OKW has some great hard counters for this with the flak base, hidden rakettens not getting revealed and radio silence to negate showing up on the map, but the more stationary units of Ostheer seem really vulnerable to this and is ealily flooded and flanked by fast US tanks and powerful infantry who run around their hard counters.
Has anyone else experienced this, and what do you suggest is the best way, units, doctrines to handle this?
Comparing scout-sniper usage to Ost and UKF sniper even pre-nerf ones.
Scouts-sniper screened with penals is a easy mode. (okay never quite got that UKF one to work for me)
Sniper just makes enemy bleed by just being with penals. It kills MGs before they can hurt anyone and forces enemy to try and bumrush it only to be obliterated by penals. Scout and Kubel counter, well those PTRS are quite good at making you think otherwise.
Only decent counter is to manage to survive to 3 tier and start capitalizing the lack of zis...
Thank GOD it has so slow reinforce time thinking that it can be reinforced from a halftrack.
I guess that makes sense, but it is not a strategy I have personally encountered when fighting Soviets.
I'm not a big sniperplayer, but I might want to test out that strategy as it sounds pretty powerful on open maps without too many buildings where doctrinal flanking units can be spawned
I've experienced this a couple of times the last few weeks with Britisk Infantry sections and I think also Volksgrenadiers.
During the opening game I sometimes like moving my infantry forward by commanding them to build sandbags by the center of a capture point, so they will move forward and do this whilst capping.
However, recently when doing this their behaviour has been weird, where only one guy moves ahead with the job whilst the rest just stay waay back. Canceling and repeating the order usually fixes this, but it is really annoying when I don't notice it and the single dilligent guy in the squad meets the enemy while the rest of the guys are having a cigarette break 25 meters behind him.
I realize that this post is a bit dated at this point, but I thought I'd adress it just for the hell of it.
T1 and penals are pretty much the meta in the current version, so I'd recommend going 2-3 penals and then possibly a sniper if you feel that your micro is good enough for this unit (you have to consistently be able to get 15 kills on a sniper for it to break even in cost-efficiency).
Against OKW I'd very much advice getting the scout car, as that will make you dominate the early game, vanquish any kubelwagens and rout any infantry until they either get fausts or are forced into a rakettenwerfer, which will hamper their infantry presense.
The Lend lease is a very viable strategy right now, up to the point that the call-in of shermans has actually been prolonged because it was so powerful, and the dshk is arguably the best Mg in the game right now.
I realise that when comparing to conscripts, the penals can seem like a manpower-bleed, but when you compare it to literally anything else you will se that this is not the case, especially considering the bang for the buck and the fact that they become more powerful as their models start to drop.
As for ukf and all the other factions, remember that apart from some very rare and demanding builds, caches are not a good idea in 1v1. That is becouse the revenue is so slow. In 1v1 the cache has to be on the field for 20 minutes before it pays for itself and becouse the frontline is often changing it very rarely does. Also, this additional manpower can be used for gaining more ground and thus getting even more resources.
I see your point, but couldn't the argument be made that the ressource cashes can be used to defend cut-offs from being de-capped and buy you some more time to defend it from getting your ressources cut off?
with 3 sturmpioner, i can't understand how you got beaten by a single kv-8.
they can put so many mines around the hot spot that any tank should not be an issue, except if you didn't have enough amo for mines because you used all of them for medik kit ?
i doubt that, but if it was the case then your problem is solved -> less medik kit, more mines.
I think I lost one of the sturmpios, but yeah that leaves me with two. I did use a lot of mines, but they have to be put down before the tank hits the field and you have to have somewhat predict where they go. Also unlike tellermines the shuemine can be triggered by infantry so it has to be the tank that triggeres it.
But you do have a point and I also think that one of my grave mistakes was taking fortifications doctrine and using s-mines, because that brought his guard up and fielded several engineers with sweepers.
Hindsight is always 20/20 i guess, but I think in the future I have to remember to be better at planning ahead for the late game and be better at predicting what comes next.
Do you mean in 1v1? Or some other mode?
Sorry I should have clarified that.
This has exclusively been a problem in 1v1s
It's good that you found a solution but I'll try to give you some more choices.
First possibility is to bind it to caps lock - this is what I do and it is really good becouse it is one of the most accessible keys. (anybody knows the history behind vim's escape key? )
Alternatively, you can rebind some other key to space, or if all you write in chat is "gl hf", just bind yourself some key to enter-g-l-space-h-f-enter and forget about it
I hear what you are saying, but on my keyboard the ½-key is just to the left og my 1-key so it is litteraly right at my fingertips when I use the grid-bindings.
Also if I put it on capslock then I would be at risk og writing ggwp with capital letters without noticing it. This might give my opponent the impression that he played exceptionally well, which might not have been the case
But actually you have a point that the caps lovk would make it even more accessable. I'll consider it.