3v3 != 1v1's
Blobbing shouldn't be viable in 1v1s because it's detrimental to map control (except Polish hammer blobs on retreat paths). With all due respect, but if you regularly lose to blobs in 1v1s, it is probably a player skill issue and I'd advice you to watch casts or replays to learn to counter this and get better, or post replays and ask for advice.
and I hate all the hyperbole about well you can just use X/Y to do A/B!
That is literally how the game works. A/B is countered by X/Y. If you fail to do so, it's not a balance issue, but a learn to play issue. Only particular, more extreme cases where counters are ineffective or very hard are considered balance issues that need to be solved with changes (though admittedly, the lines of which is which can be blurry). Infantry Sections were never meant to counter Obersoldaten, quite the contrary, so them losing to Obers is a non-issue in regards to balance. Don't try to fight an elite anti-infantry unit with infantry, but use vehicles or mines to counter Obersoldaten.
Axis could have just used ostwind to counter the UKF blobs.
I've already explained to you what the difference was. Volksgrenadiers and Grenadiers need upgrades to be anywhere near an effective blob, and Obersoldaten are very expensive elite infantry. These aren't really comparable to how incredibly strong 5 men Infantry Sections were from 5 minutes into the game without needing any weapon upgrades. Bolstered unupgraded Infantry Sections created a resource economy imbalance. Fully upgraded Volks/Grens/Obers much less so. |
Why not cloak on infantry? Really? Because its bat shit bull shit. claoked infantry need cloak because otherwise they are weak at engaging, completely removing their ability to do so without any input from the other play (Bar purchasing the upgrade) at a huge range is BS not to mention the STG's are a really good upgrade as is.
It's perfectly fine for a certain unit (especially if its expensive and doctrinal) to counter another unit. This is how the game works. I'm not sure why you think it's such a problem anyway, a sniper shouldn't be anywhere near the detection range and if Commandos struggle versus IR STG44 Obers, they can be equipped with 2x elite Brens so they don't have to use their camo.
Maybe section blobs were a "bigger problem" I wouldnt know I never blobbed with sections but this current patch, have a go at facing 2 obers upgraded with LMG's and a volks blob, see how well you do.
*Spoiler* Obers, more specifically vetted obers can 1v1 an MG from the front, MG's dont work here, nor can you stand in their path for more than 2 seconds before the unit is melted.
Or face a G43 blob.God speed
UKF shouldn't really struggle with late game blobs with the Centaur, and to most extend the Cromwell, the Comet or the Churchill. All are good or excellent versus infantry. Worst case there's the AVRE or the Crocodile to demolish blobs. Bren Infantry Sections and Bren Commandos can win most if not all infantry engagements. I actually do quite well versus "OKW and G43 Gren blobs", since I'm around top 5 with UKF in randoms 3v3s. |
I'm not an expert in the AE, but are you sure you're not looking at the wrong weapon?
"p47_rockets" is the one that deals 65 base damage, but there are also "pm_p47_rockets_left" and "pm_p47_rockets_right", which have 120 base damage and 0.5 deflection damage. |
Check reload stats yourself
Reload =/= rate of fire. There's more things, namely wind up and wind down time (linked to animations), that contribute to ROF. I'm not exactly sure how Cruzz calculated it but I trust he did it right. The stats Vipper posted are the correct ones for rate of fire. |
- IR STG44's (Cloak detection on infantry because, why not)
Cloak detection on a doctrinal upgrade for expensive elite infantry. Not sure why this is a problem.
I mean after all it was to counter UKF blobs right? I mean thank god it was only UKF that blobbed and not OKW with Obers thrown in the middle or OST with G43 gren blobs, right!
You've answered your own question there. Infantry Section blobs were a bigger problem because of how cost effective they were. All they needed was Bolster and they'd snowball out of control for a cheap price (regular manpower, no munitions), leaving the faction with a huge munitions float that they could spend on spamming mines, grenades or commander abilities, further increasing the snowball effect.
Putting a halt to the dominating unupgraded IS was needed. Now that the dust has settled, there need to be some follow up changes to help fill up some of the holes that the toned down IS have left behind. |
going both med HQ and Mech HQ, then putting the Schwerer HQ down would allow Ostwind/Hetzer/Jagdpanzer without Panzer Authorization.
Compared to now, that'd save you 0 fuel with a Battlegroup start and just 20 fuel with a Mechanized start, but it would cost 200 manpower more, as well as taking a lot of extra time (building SWS, moving to location, setting up). That would be next to useless to implement. |
It doesn't lose to Tiger in 1v1, but it loses everywhere else, lower AI performance, lower AT DPS lower base range, but higher armor and slightly higher speed.
The IS-2 does lose to the Tiger I actually, because the Tiger's much higher DPM makes up for the lower penetration chances. The TTK is, quite significantly, in favour of the Tiger I. AI performance is similar I'd say, the IS-2 hits harder but the Tiger I hits more often. The IS-2 has a huge armor/durability advantage though, because the Axis have trouble reliably penetrating 375 armor. |
Just to clarify FF does have a coaxial with a DPS similar to that of the Panther.
Just to clarify, I ignore a coaxial with max 7 dps that is completely negligible, because everyone would except for those trying to be remarkably nitpicky. The Panther's total of up to 25 AI DPS on the other hand is a significant enough factor to mention in comparisons as it can reliably be used to chase away lone squads. |
Thats too bad. But what is relic logic to give a 20% range advantage
Amongst other things, the fact that TDs with 55 range wouldn't stand a chance against tougher German armor that is backed up by a 60 range ATG, or the fact that it's one of the trade-offs for being an expensive late game vehicle that has bad armor and low health that doesn't have any AI damage at all, or the fact that the Panther is designed to counter mediums and heavies and not also tank destroyers.
The Allied Tank Destroyer profile isn't healthy, because their high penetration and regular/high DPM means they counter every type of vehicle, but their range is not the problem.
on top of other sweet td stats?
Sweet TD stats like 640 hitpoints, 160 armor, absolutely no anti-infantry, bad mobility and turret rotation in the case of the Firefly, and being a casemate in case of the SU-85? Don't just cherry pick. They have plenty of disadvantages compared to the Panther. |
That's the problem with ATg against 60td, much hard to participate than the opposite with 50td axis. Hence my 55td suggestion is to bring axis Atg in the game more fairly
The problem was Orangepest not having his Raketen near the Panther at nearly every single engagement, that has nothing to do with range. Honestly you can just stop with your range nerf crusade, I can assure you that's never going to happen. |