Just that it's common doesn't mean it isn't a constraint. Ostheer is forced to invest in T1 structure just to field an infantry presence which means they take longer to tech up. So it is a good point.
Plus their starting unit is in base because EFA doesn't have self building bases meaning a slight loss on map control and support |
The advantage of each rocket arty is also the disadvantage of each rocket arty. Accurate ones fire where you aim them and nowhere else. You know it but so does your enemy.
Similarly when you fire saturation arty you both have no clue where each rocket will hit so its a dice roll for both of you. Unpredictability cuts both ways.
That said calliope is UP imo. I would have rather Ed it be a sherman upgrade with a cost to barrage, then it would require teching but also strike a balance between handing out lmgs like Oprah or using the pinning strafe. Woulda been a balance built upon choice but very strong if the enemy neglects the munitions. |
I agree with you, but do you realize how easy it is for volks to have access to sandbags. You can't just have your mortar going all over the map. Even if you build a mortar, you got one less combat effective squad vs okw. When you barrage them behind cover, they can just simply move away,and your mortar is useless. On the hand, if OKW decided to blob at your cutoff, you are not going to win the engagement with one indirect fire unit.
Barraging forces them out of cover and they only win when behind cover so...
Volks are a disgusting mess of reactionary changes there's no denying that. They are better cons with out the drawbacks of cons. They shouldn't have the lava nade and they shouldn't have the STGs, maybe shouldn't have sandbags but as long as Tommy's have them can't complain too much unfortunately. Fighting hard from cover however is EXACTLY how volks should function, sturms are early AI and Obers would fill in later. Right now we have volks volks volks with an Ober or 2 mixed in solely for burst damage. They are poorly designed but from a strictly tactical point needing a mortar to dislodge a prepared position isn't the problem. |
How do you beat volks behind sandbag, how do you beat ob, and grens at long range? Mortar smoke is not the solution in the late game. Even in GCS level, you rarely see someone smoke OB close distance with mortar.
USF has to tech up to get nade,30 fuels which are more expensive than British 10 fuels. 30 fuels could mean, 2-3 mins late on your light vehicle.
Use a mortar? Why shouldn't a unit in a prepared position stand a chance or even beat a squad assaulting it without support? What's the point of cover even? |
For fighting lights the mg42 has the edge with its super belts which also improve its AI.. 50 cal is great but mg42 is the best |
AVRE over ST any day.
It's turret makes a huge difference as does not having to remember to reload it. Additionally at their heart they are anti structure units, the AVRE does that well the Sturm tiger does not. An unbraced mortar pit can tank a ST rocket but AVRE one and does anything save okw trucks whom shouldn't be OHK anyways.
Plus vet being attainable and good is a pretty big boon for the AVRE too |
I heard it thousands of times, yes t0 mortar with buffed dmg for garrisoned units i agree, but it leaves you with less rifleman, so holding off enemy charge at your mortar is harder. Another thing OST does against me is they simply build their own mortar, since they can at about the same time in their t1. What do you do then, huh? Remember that all the time fighting they have the fuel and are snowballing. You can get you point back after Stuart or Howitzer, but thats in 6/7 min mark :/
Maybe the usf should get free squads when they tech up to help accommodate diversifying their BO. I mean sure the mortar will force things out of garrisons and provide smoke for mgs out of them but really if you can't just spam rifles to make your problems disappear are you really playing USF?
fun fact tho! Just like how the usf pay mp for their mortar Ost ALSO pays mp for theirs! So they Also impact their field presence by building one. Although they also need a unit to build their base and don't get free squads when they do it. |
Iirc in the Awful Soviet campaign the rifle nade had a timer for firing. It was impact so if you missed the launch you were still boned but it mostly highlighted the buggy animation |
This just in! Units do more than they statistically can! The T70 is OHKing panthers, the m42 at gun can pen the front of the Jagdtiger ever shot, the panzerwerfer bounces Jackson shells and sappers are the least durable squad in the game! Tune in next week on whose Reich is it anyways where the balance is made up and stats don't matter!
Also seems some people have a hard time with numbers because 440 damage is about 1/3 the health of a KT
OH and there is NO ability in the Soviet lineup that doubles damage, there's one that increases it by 35% (iirc it's 35% used to be 50% and stacking but not 100%) coming to 135% damage not 200% not that that matters a whole lot because it REQUIRES a team game for the AVRE to deal 594 damage which is STILL technically less than half a KTs health leaving it with 5 standard at shells worth of health which is more health than a medium tanka d as many as a t 34/85 takes to bring from full health to husk.
I mean that's the STATS of it, but I suppose feelings are more concrete and balance should be based around those... |
Despite the well thought out and detailed post I find myself in disagreement. With all the data points present in your OP I can only assume you play as well as you post. |