It would be cool if USF could build an "aid station" or something like that. For Brits they really should be allowed to build medics AND a forward retreat point on their forward assembly areas. Pretty lame you cannot do that. |
I am watching guys, so keep the criticism coming and I can update the map. Even tho the topic seems to gone off rails a bit with other maps, I understand its not everyone's cup of tea, so you can always veto it. Its your freedom of choice, I am not forcing anyone to play it.
I actually like the look of the map a lot. My main gripes with it though are that it seems too big and the fuel capture points as well as the cut offs are pretty far from the bases. As USF or OKW if you stumble on to an MG you're screwed. You have to retreat all the way back to your base and then try to mount another attack which is not quick process due to the size of the map. And if it happens again you start the whole process over again. It's not as bad with OKW because of the Kubelwagon but with USF it's pretty punishing. |
In 1v1 at least, because its way, WAY too big for that game mode. |
How is USF's opening worse than UKF?
USF since has last patch probably has the best allied early game and is probably pretty close to matching OKW's on the axis side.
You are literally only weaker until the third rifle squad hits the field. (Going 3 rifles into officer has better field presence for longer than going 2 into officer)
So I don't understand this. How is USF's early game that good? You have just one, predictable, unit you can rely on as a combat unit. RETs don't give you anything but some capping power, mortar is useless unless fighting OST in buildings and I don't even know why they bothered to make the Ambulance T0. |
Honestly I prefer Assault Grens to regular Grens at least in 1v1. Don't mind mixing them together though to have snares.
Assault Grens are a pretty good starting unit they're almost like OST Strumpioneers but more durable with slightly less firepower.
But if you blob 3-4 Grens they're not going to be stopped by Riflemen (so long as you keep your distance which is not hard to do). You need some kind of supression with USF doesn't get until way later. |
It's no question USF has the worst starting roster in the game. No MGs, no vehicles, no alternative to Riflemen which still struggle against much cheaper units. It's pretty easy to just own USF with MG spamming on these small 1v1 maps. The doctrines don't help much because what do you have?
Assault Engenieers are only available with one lack luster doctrine and preform pretty poorly themselves so they're not really an option. I thought they were supposed to be like USF Assault Grenadiers but that they are not never the less they sure get to cost the same for some reason.
The pattern of paying more for less continues with Pathfinders. A small, poorly preforming Paratrooper sqaud that apparently are good at spotting and are USF's only cloaking unit but of course they have to cost 290 MP and have a very high reinforcement cost despite their poor combat preformance. This I will never understand.
The best alternative (I say best, not great) is probably Mechanized with WC51s. Of course they are unarmed but they are quick enough to get out of harms way and can often provide a good enough distraction to keep your units from getting steam rolled by the superior firepower available to your opponent at the start of the game. But they aren't all that hard to counter once you get the hang of it.
Now if anyone has successfully used something besides Riflemen early on I'm all ears but there really doesn't seem to be anything there to work with. RET spam I guess was a thing when they were 180 MP but they're pretty terrible.
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Rak back to 50 range instead of 55, 4 men instead of 5, and 260mp instead of 270mp.
When’s this clown getting banned?
Well we can't all be Third Reich aficionados. |
I think they should mostly just revert the Raketen back to what it was with the exception of removing it's cloak while moving and maybe taking 10 MP off it's cost to compensate. |
Been playing Ost and I have to say I think right now the Grenadiers work the best as a "mainline" infantry. They cost very little and require no side techs and no vet for abilities. Volksgrenadiers used to be the best but after this last patch it seems like Grens have taken the mantle.
I don't consider Riflemen all that good because they are the least cost-efficient infantry unit in the game. Too expensive for their initial cost, too expenisve and time consuming for weapon rack upgrades, snare locked behind vet which isn't a quick process for them to vet up. They're really not that good when you factor in these extremely high costs. Most USF units have a very high cost but I think Riflemen have among the highest cost-benefit radio of any unit.
Tommies used to be the best Allied mainline infantry but the balance team took care of that last patch.
Consripts are probably the best Allied mainline right now with that 7th man upgrade. Takes a while to get there but once they do they are a pretty tough late game unit.
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Been playing a little bit of Ostheer lately and I'm liking the Tiger. I wanted to get some opinions on the tanks listed above because they're roughly equivalent "jack of all trades" heavy call ins.
Not going to include the Tiger Ace because that's kind of in a class of it's own.
I don't recall if the IS2 got a buff recently or not but it's been maligned for a while as being greatly inferior to the Tiger. I have the least experience with the IS2 myself. Pershing is excellent and so is the Tiger, in fact it's hard to decide which one I like better. |