Nothing related between PF and KT either.
All threads tend to broaden in their topic over time. PFs can at least synzergize with the KT and do not come with all of the other burden that Penals come with. Those two squads are barely comparable, so there is no reason to bring them up and compare them, period. Penals are just tossed in with no relation nor context given at all.
Now do you agree that Penal squad has similar far moving DPS with more expansive PF squad or not?
In your opinion is it "the cancerous G43 moving accuracy that needs to go" while the SVT moving accuracy is fine?
Again, there is not much sense in comparing these squads in the first place, even disregarding the fact that Fusiliers come with way more concentrated firepower.
I do not agree regarding your point on moving accuracy because it is simply wrong.
The G43 loses little DPS on the move. I have not seen all weapons and their DPS curves, but it is the lowest I have seen so far. With the G43 being allround better than the K98, this means it is better on the move than a stationary K98. This is straight up bad weapon design, only barely hidden by the fact of the mixed weapon squad. |
I am simply responding to specific post that you might want to read again.
I read it, nothing is related to Penals. Please stay on topic. |
It's the cancerous G43 moving accuracy that needs to go. You can just blob 4 pfusilier squads and right click opponent's cutoff and they'll kill everyone on their way there without any further input. Even worse is that G43s have long range damage which is slightly better than their kar98s. It's an a-move blob that can frontally decrew a 50 cal from long range and easily dodges the traditional blob counters like Scotts/Rocket arty.
That is an issue, too. However I'd still start with the massive recon options this squad gives you. Frontally blobbing MGs is possible, but can be quite a gamble. However, Fusiliers have an easier time because they can just dodge the MG before it can fire. You're basically always be outflanked on the defensive, and you cannot re-setup your MG against Fusiliers. If that would be gone, an MG + screening pioneer might be good enough to suppress 1-2 squads before that happens.
It's an early-mid power spike that does not really have counters, because the intended counter at that time is either still the MG or an LV. If your MG cannot suppress properly, your LV is also not very safe or at the very least highly micro intensive compared to A-moving, which can cause you to lose other squads on the field. |
Any idea how much far moving DPS a Penal squad has?
If you could explain how that is related to the broader topic of OKW and Pfusies, and why Penals and Pfusies should be comparable, that would be great. |
In the broader context of OPW, I think it is mostly Pfusies that are broken for team games. Once they get upgraded, they see everything, good damage, especially on the move, the snare makes it very micro intensive to counter play with LVs, and they have a flare to prepare every push. They are also in two great commanders for team games and can be combined with a KT at any time. They are an all round good package with at least "good" stats in any category and no real weakness. If they'd lose the flare and/or only get additional sight when in cover like basically almost all other units, that would go a long way I assume. |
Does this happen only if the actual officer model becomes part of the new weapon or always if any officer squad picks up a weapon?
But I think this is an issue that has been known for longer, Relic just never fixed it.
I assume this problem only gets resolved if the newly crewed weapon gets decrewed again? |
Thread: Leavers23 May 2022, 07:29 AM
On topic:
I fully agree. There should be some form of time ban if you accumulate to many leaves in short time, as well as an auto-kick system if you are inactive. Or maybe even if your APM is very low (like below 5, which means you're only faking to play).
It's just when you look at the focus on team-based modes & gameplay on almost every single bigger multiplayer game that came out in the last couple of years.
I didnt attempt to look up concrete data but I think it would be pretty easy to do so if one is interested in it
This argument canbbe reversed though. Team games keep players longer in the game because even if you lose interest, your friends might still play. This allows selling of more DLCs, that's why they get more focus. If you lose interest in Singleplayer games, you just switch the game and that's it.
In exaggeratiom, SP is dying because game devs want it to. Obviously that's only part of the reason, your point will contribute as well. |
Those are not in the patchnote because the adjustment was made during the patch preview. Everything was made to make the officer come the later possible.
What is not in the patch notes and which adjustments are you talking about exactly? |
But as time, another faction could already build up next tech or get more men on field ( due to new officer has to spawn outside map, not on base.
Also .50 cal nerf set up time is a biggest hit since it always clumsly (sometime it take 1 burst some time it take 2-3-4 burst to suppress a single squad. That why a blob LMG can delete them) As least Maxim or Vicker could do something and retreat. They also not give .50 cal anything back to justify a nerf.
Talk about USF openning. they depend on Rifleman too much (2 rifle to rush officer or 3 rifle and officer, sometime 2 rifle and a mortar). As same time, OKW, WEH have more solutions.
The 50cal is susceptible to LMG blobs because unlike Axis MGs, it does not get teleported when the Gun operator dies. This almost always leads to a long range death loop.
My argument regarding build time was that the current solution is probably not much different from the one we had before, since Esxile claimed this change were a timing nerf. I don't really think so unless someone provides some hard numbers from before and after those changes.
Where I agree is that USF is fairly weak early on. The weak Echelon starting squad combined with relatively expensive Riflemen and long build times on the officer basically ensures that you're at the very best on par with Axis for the first 4-5 minutes, but probably behind. Even compared with Ostheer.
Also Kubel is a thing. Unlike Sov, UKF, WEH, or even OKW. You dont have any thing to actually fight against it. This 200 mp can do various thing like bleeding, bait, push out of cover, back capping or even hackmap at vet 1.
in 2v2 and abrove, Kubel is massive unbalance unit that can simply deny a whole faction style and forcing them to pick a specific doctrine to deal with it such a Mechanize, airbrone. a combine of Kubel hack map and indirect fire is such a pain in an ass.
I fully agree. USF does not have proper answers to early stock units of Axis (sniper, Kubelwagen). Both create a huge bleed on many maps. |
So what is the chance beside the greyhound? Did I miss something? |