I absolutley hate artillery hell that many games devolve into, and when I play USF in a larger team game, I almost always prioritize recon + time on target on any LefHs I see. It works, and unless you're already on the backfoot, your enemy can't afford to keep spamming them. It's muni heavy, but it does mean that you are effectively hamstringing an entire enemy player.
Having said all that, I don't think artillery needs to be overnerfed, but I do think any "click and forget" things like counter-barrage need to go.
I'm less critical of the Wehr mortar getting this in part because of the much lower range which means it has to be close enough that you can do something about it, but howitzers can just sit way in the back and counter you with 0 input from the player.
edit: I dislike limiting how many of a unit you can have save for special commander units that give an orthogonal aura benefit, so I'd vote against limiting artillery to 2, in part because I dislike limiting what a player can do. |
You guys could just post a source for the speed your claiming, not that it means much in a game where tanks can't shoot more than 50 meters. |
Counternig FHT with penals is really hard. U need 2-3 squads and n element of luck. Otherwie, they get can make 1 shot max, and then get roasted. Because penals need to stand still to fire PTRS, and standing still vs FHT is deadly. U can try to stay and try to take second shot, but it will most likely end with penals retreating in low HP, and fried on retreat path. Soviets can counter FHT if they didn't go for T1 and go for T2 from the start. If you build T1, u need 440 MP and 20 fuel just to side tech. So if u take T1, IMO, the only way to counter FHT is mines and PTRS ambushes.
I'm gonna avoid the debate of the bigger thread as a whole, but it's worth bringing up that if you are in that situation with FHT and penals, it's not a bad idea to get the scout car and throw a PTRS squad in there since they can shoot while the car moves, and will be somewhat shielded from the flames too if I'm not mistaken. |
15-20 range is normal for snares. Not 0
I did not interpret him to mean literally right next to the KT, but close enough for shots to be accurate -- aka, snaring range.
If they were literally right next to the KT, they could easily kite it and not get hit since the infantry could outrun the turret traverse. |
The problem with this scenario is your rifles are next to the KT. What person puts rifles next to a KT?
How else would you snare it? It's not unreasonable, though perhaps not the norm. |
If they build the Bofors first, you often don't know where the Forward Assembly is because you can no longer enter the area to scout it. It often puts your ISGs well within mortar auto fire range too. The incendiary barrage on the ISGs actually doesn't do a lot of damage against emplacements or infantry.
IR Halftrack it out, or if you have recon/flares, call those in.
Also, sneak a cloaked rak through as a scout.
It can be a pain but you have some tools to deal with it. It can be a real pain if you're already invested in a specific build order and have to do a 180 in terms of units or sidetech tho. |
lol
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Also said everyone on here has mental illness
I mean... even a broken clock is right twice a day...
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What is the difference between "bleeding" infantry and "countering" infantry?
It seems that they are both examples of A can beat B without losing to it.
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The thread was also a direct copy-paste of cardboard tank's similar thread, and nevermind that the name should have been a give-away as well as him rambling about children and being a parent in a previous thread.
But then why ruin entertainment :>
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