I don't like these ideas, the changes to Panzerfusiliers and Volksgrenadiers are missing the point of both units. Also you claim that the Volksgrenadier StG upgrade is a no-brainer, but then want an upgrade that gives Panzerfusiliers six Obersoldaten Kar 98's, which of course is a clear upgrade to Panzerfuslier Kar 98's and probably puts them on BAR Riflemen level. The "clear upgrade" is also a silly argument because the Bren, MG 42, and especially BAR are all "clear upgrades", so why should the Volksgrenadiers not have one?
Bren and mg42 don't fire on the move and are worse off up close due to aim time. They are both a refinement in tommy/grens intended range but not as no Brainer as "increases close damage, but also long range damage, concentrates some dps on a
ouple models so losing models hurts less and also kicks ass on the move"
This is a problem with the BAR as well, but at the absolute very least at least rifles were designed with that in mind.
Not to mention okw can upgrade in enemy territory for some reason vs having to hit the base for rifles (and maybe having to wait around if you don't have the munitions at the moment)
It takes more brainpower to tell your finger to click the mouse to upgrade to STGs than it takes to decide if you should. |
I understand. I just tought that a surprise attack from cover by AI close quarter specialist will be deadly anyway, especially when supplemented with a grenade. Looking at how good they are at dealing dmg they don't really need extra boost. It's sort of typical doubling on good ideas, which often turns out cheesy. Ambush idea and camo is really cool but why extra damage if the surprise and wiping potential are already there. Or maybe it's just me.
I agree with you on the snare though. They are 4 men squishy sqad and the ambush at surprise is cool. Especially that tanks need to be crippled anyway to get engine crit. It is good for lights, which is ok. Wish ostheer could have similar shock units.
I wonder if it's possible to perhaps instead of a dps buff (or maybe just a smaller one) it's possible to inflict a debuff on the targeted squad that reduces their own output making ambush units more durable in an ambush vs relying on raw firepower alone. |
I personally don't think there is issue in falls having a faust. It wasn't an issue before, only difference now is that they are over tuned. Dial them back and make up the difference in valiant assault, which is posed to be getting reworked.
Make em ambush troops normally)(like they were, although now then have better vet) and able to Assault with VA |
My opinion is that those camo bonuses are not needed across all factions. The sole fact that the opponent's unit is surprised at usually most optimal range for the ambushing unit is enough. There is always the grenade you can throw. I've never been a fan of commandos surprise bonus (I think they have one, correct me if I'm wrong) and their gammon bomb combo. Just too ridiculously powerful, especially against squads with few stock models. The only camo bonus that makes sense is with ost commander but only because you pay to upgrade your units with it. If it was just no cost commander upgrade (like sov at guns) I feel the bonus shouldn't exist either. Alternatively, you could upgrade those ambush units with better camoufalge (at muni cost) and then some bonus would appy.
I disagree. Players should be rewarded for using a unit properly. Ambush units should be very strong when ambushing and if they are just as good when not ambushing (see live falls) they will not be used as such. |
su85 is one of the worst tank destroyers in some maps. plus its rotation just sucks now. tanks run around it so easy. and its thier only reliable tank destroyer. its super slow when vision to. they should revert its rotation speed atleast to wat it used to be
The maps that the su85 are weakest in are also where ptrs penals satchel are strongest. It evens out pretty well in that regard. Can't have at all all the time. Su85 has super great pen, self spotting and decent ROF but is weak to flanks. Aside from the Jackson all TDs have some sort of exploitable weakness. |
of course hitler things this. wait until you face them being used competently...just you wait.... |
so, ive been using the kv-2 the last day or 2 in team games and despite my always saying it should have a barrage.... the siege mode is REALLY good... the extra range it amazing when used with attack ground... i think its actually in a good spot, at least for team games
edit
something however i didnt use even once was the inspire ability. it doesnt really fit with its lock down mode, seems sorta off imo. its an alright tank in its normal mobile mode, but not really a "with infantry" kind of tank as the only times i moved it up was to engage mgs outside its lock down range that was hindering my infantry already. |
I mean breakthrough offers a lot of good stuff besides Sturm offizier. At least in 2v2s and up anyway. 1v1 i will admit the doctrine/offizier seem less valuable
I agree the new reworked commander is a blast. Untying the arty was a great change but trying to make the sturm alone LOOK good on paper and making it an attractive choice in game are different because you can never have too many volks. The commander is fun, and once falls are in a more reasonable place we might see more of it but if it's not of the caliber of falls or JLI people just won't feel like it's worth it. |
Not true. The Offizier scales way better than STG44 Volksgrenadiers, and it also gains veterancy much quicker (because of shared vet). Volks only gain a slight edge at vet 2, but the Offizier's DPS pulls ahead at vet 3 and at vet 5 it's nearly twice as high.
Remember, the Offizier's bodyguards have Obersoldaten Kar 98Ks which are really powerful rifles. They are basically as good as Volks STG 44s at short to mid range and twice as good at long range.
Volks with STG 44 at range 10 have:
- 24.174 DPS at vet 0;
- roughly 35 DPS at vet 2;
- roughly 35 DPS at vet 5.
(Combat bonuses: 1.3 accuracy, 0.8 cooldown)
Sturm Offizier at range 10 has:
- 21.269 DPS at vet 0;
- 27.592 DPS at vet 2;
- roughly 55-60 DPS at vet 5.
(Combat bonuses: 1.4 accuracy, 0.75 cooldown, +1 Obers Kar 98k, 1x PGren STG44)
Furthermore, because of the severe burst duration multiplier (0.375), the moving DPS for Volks STG 44 is not better (roughly 45% at range 10) at close and mid ranges than rifles (roughly 45% at range 10 for most rifles, 50% for Obers Kar 98Ks).
In conclusion, the Offizier is basically a cheap Obersoldaten squad that trades an LMG 34 for an STG 44 and powerful abilities. Besides these very useful abilities (smoke/forced retreat vs HMGs, forced retreat vs elite squads or focus fire to melt specific squads) the unit's DPS at vet 5 is high enough to quite easily win versus anything that isn't an elite squad (even vet 3 double BAR Rifles have only ~40 DPS at range 10).
All that might be true, but it doesn't matter how good the call in infantry is when the core infantry leaves little to be desired. It's like the old DSHK in comparison to the old maxim. Undeniably better but not as easy to access and not worth picking a doctrine for when the core unit is good enough to carry and allow the player to pick something more exciting. Look at how strong falls had to be made just to be an attractive pick. |
That’s meaningless, I never said the M3 hardcounters the 221, but if you micro it properly you have a good shot at pushing it back without losing your M3, which is significantly different to how a 222 vs M3 matchup would go. He said the 221 is supeisingly good vs the M3 when in a real scenario it would fail to kill an M3 with a prnal squad inside.
You don't need to kill to count it as a victory. But once you throw 300mp into the mix yea it kinda tips the balance a bit which is hardly unreasonable.... I don't remember the 221 cost but it's then fighting 490mp and 15 fuel |