hmgs are in general too easy to kill from the front even when set up. it's ok if you catch it setting up and you're close, but otherwise, either US blob or some veteran german troops can just slaughter the hmg crew too fast.
Is it possible to give the mg crew additionnal defense from shots coming from inside their cone of fire ? i think it ould solve part of the problem.
But overall i think it's a general problem with killing power being too high for many units, like lmg riflemen and paras, obers and sometimes sturmpios or falls
Also, KT always hitting 57mm atguns and destroying it in 2 hits.
It was to funny to see Obers raping my US mg without letting it shoot even once. |
dasheepeh, you are NOOB son!
Do you know how much time and fuel you need to get Obers? or How much MP to get Falls and reinforce them?
What about hero units of USA? They can't counter signle Falls squad?
Dual or tripple riflemen just killing MG so easy and also its doctrinal!!!!!!!!!!!!!!!!!!!!
So hard to guess?
Katitof
but Riflemen are too numberous, looks like they don't die. Also moving medic/reinforce car makes them unstoppable ))
omg why people always think only for themselves.
So you make a thread to discuss or to offend other people for having an opinion that differs from yours? Im a noob?
And you wonder why a 240mp unit doesnt win vs a 280mp in a 1v1 situation? You want Volks to be able to easily beat Rifles? Sorry, wont happen. You either learn to use the great options given to you or you come here for some advice. You came here and you got advice without any offense directed to you. And all i get is "noob"? Thanks man, thanks for appreciating my post. Its the internet i guess, but you dont have to expect people to treat you better than you treat them. |
They should be able to shoudlnt they? Considering that you have Sturmpios, Kübels, MG34's, Panzerfüsiliers, Obers and Falls, all of which can easily clap Rifles.
US only has 2 starting combat units, i think its fair. |
US blob is a SEVERE issue atm. attack move and win. Same as soviets.
Take Obers with Schreck Volks or alot of Panzerfüsiliere, attack move and win. |
I dont like it that much. Before, there were challenges to complete to get new bulletins. And if you wanted a commander, you could buy it yourself.
As it is now, its pure luck that decides whether i get that no step back soviet commander or not. I cant even buy it for real money. And thats what is pissing people off! Bulletins, Skins etc are fine, but commanders directly affect the gameplay and i dont want to grind to maybe, but just maybe, get the commander i want. |
The counter to fast teching is always to just apply more pressure. Get more infantry, control more of the map, bleed his infantry etc.
Also honestly people that rush vehicles are literally the easiest people to kill with mines because they think they're so early that they can be recklessly aggressive.
You cant really apply that much pressure that early on. Its not like your units are roaming free on the map, there are still Sturmpios, Volks and MG's. |
my MG gets every time suppressed by an 20 munition ability....
i love to do that. |
dont we have an identical thread about this
We dont, because this thread is not only about the fast arrival of the halftracks, its also about the tech structure of the OKW, where one truck is simply not that viable to get first when in comparison to the other truck. |
hahahahahahhahahahaha x,D |
So from my understanding the current WFA is as this :
- OKW goes for 4min HT, eats infantry, pushes US infantry away
- US gets their own HT at 4,5 / 5 mins and kills OKW HT
This halftrack rushing is boring as fuck. Everytime you see OKW or US as your opponent you know its going to be a HT rush and that you will need fast AT to not get stomped.
Both factions have such a number of strategical options, alot of builds to be yet tried.
But the OKW HT is so popular because it comes in a truck that has also a Puma (as a counter to US halftrack) and a Walkingstuka and Resource conversion. The only reason to go for the other truck is the forward reinforcement and healing point. It has a 420mp mortar like howie, a IR halftrack that is more of a gimmick than an actual unit and the Jagdpanzer which has 60 range and no turret, yet no Sight extension ability.
As you can see, you always go for that repair truck with the Flak HT, partly because you can use its resource conversion to get the HT even faster. On some maps, you can also salvage the already existing wrecks and get your HT at 3 mins out. As your third unit. Yep kids, its possible.
The reason US players go for their halftrack is pretty simple. It hardcounters the OKW one and is extremely strong too. It has no setup time, so its way more practical during combat.
In my very honest opinion, both Halftracks come way too early for what they can do. By the time the Ostheer gets their Scout car out, the US halftrack is usually on the field already. Ostheer needs some more love by the way. But this thread was made to discuss the current WFA meta, with the focus set on the new factions.
So how do you think about it? I personally think that both halftracks absolutely ruin the early game feel of the game, because you can get your infantry death machine out extremely fast. With the current meta, the days of good ol early infantry skirmishes are gone. And i dont like it. |