It's not hard to understand:
- Grens have slightly stronger Kar98k's (far range), but only 4 of them.
- Riflemen have slightly weaker M1 Garands, but 5 of them.
Therefore, the LMG42 should be slightly stronger than the 1919, because it replaces a slightly stronger rifle. Even then, the difference in performance is miniscule and it balances out in the end.
1919 Riflemen turn into a very capable long range squad, because of their low vet 3 RA, extra model and the possibility to equip a BAR alongside their 1919.
1) What you said doesn't make any sense, because rifles cost significantly more.
2) M1919 costs MORE then LMG42.
3) If you dump 120+ muni on a singular squad, it better be scaling well.
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there is no big deal to get 1-2 maxims to safe good positions and get penals from t1.
Go and try that, have fun being base locked, because you have zero field presence due to having at least 3 squads less then opponent due to both tier costs and expensive units in that shitty theorycraft of yours.
I will never get bored of the ideas you come up with that no one ever has a slightest chance of pulling off regardless of game mode or how good he is. |
So basically, focus fire set to false can be used as blob control(as in, more overall damage dealt to a blob then to a lone squad in a firefight) to a point from what I can understand. |
I mean that's great and all, but what's the point of being "jack of all trades, master of none" if you can't fight off shock troopers or LMG paratroopers? You lose at long and short? Where's the incentive over obers?
Ambush squads pick their engagements. Don't pick up a fight with squads that have advantage over you?
You will win vs paras at short range, you will win vs shocks at long range.
If you can't win a fight with infiltration units, you've engaged wrong squad at wrong distance.
Its a lesson you learn extremely quickly after a couple of games with partisans.
If you want mainline squad, you have obers.
Falls are not replacement or alternative to obers, they are a squad with very specific use and utilities supporting that role. |
222 & Puma = yes
Any other vehicle = no
Bofors spotting anything should not be a problem, considering a good player will screen it with Tommies that have 45 sight in cover.
Kubel, 221, new 251. Everything else arrives later or is durable enough to withstand couple of seconds giving you enough reaction time. |
If they go toe to toe at close range with shocks or if they close from medium range than sure shocks should win but they shouldn't be able to just a-move over open ground from long range and still win even after Falls have been fully upgraded.
Why?
That's literally how shocks are supposed to be used against ALL infantries in 1 on 1 situations.
If you aren't going to hit shocks with nade, you're going to lose the engagement.
If you want to beat shocks with small arms, you better have plenty of them.
I literally didn't mention the KT's veterancy at all, I wasn't complaining about how slow it vets up when fighting infantry, I was bringing how it's AI is insufficient because you can usually get equal if not better AI from a P4.
Its AI needs to be reliable, not better, it needs to be a viable alternative, not the go-to thing in every single game and match up. |
Having an infantry squad or light vehicle melted in seconds before you can even react by a newly built Bofors that hasn't been revealed is 100% not an L2P issue. Or I guess people just need to learn to retreat the very instant anything encounters a Bofors.
1) It is "seconds" but its not 3-5, takes longer then that, if you are capable of retreating from unlucky run-in against shocks or thompson rangers, you are perfectly capable of running away from bofors, so this is awareness and reaction time thing.
2) Literally ALL vehicles that arrive at the time bofors does can spot it BEFORE it can spot them. |
u forgot semi main line
Maybe he just mentioned the things that actually work instead of what looks good on paper.
The "assault HMG" design was killed quite some time ago, it is just a waste of resources except very rare scenarios. |
''Conscripts 7th man upgrade
Due to popular sentiment on this upgrade arriving too late, there have been adjustments to make to upgrade arrive sooner, in order to allow Conscripts to function as combat upgraded infantry without relying on doctrinal items or call-ins.''
Explain to me why conscripts even have a 7 man upgrade (regardless of commander) when all main line ostheer units have 4 men????
So 7 man conscripts vs 4 man grenadiers in early game. 
Because conscripts are supposed to take lot of casualties while providing low firepower and screen for shittiest support weapons in game, while grens have most powerful support weapons behind them and now best, early game support vehicle as well that gets bloated with utility and easy to vet up(new 251 that spots, heals and bakes brownies for army).
Learn to use tools you have at your disposal, unless you'd rather have less firepower and more men in squads, in which case, there is a specifically well designed doctrine for your personal needs now.
Also, T3 is not early game. Its beginning of mid game. |
Idea for the emplacements.
Make them de-crewable, just like the PaK 43 gun/2cm Flak of the Axis players.
Extra: remove the extra dmg vs emplacements on most of the flame units and just kill the crew. Would make the emplacements more squishy, but in return the guns could get a buff somewhere?
It would make them less then useless.
Remember that PaK 43 and flak are dirt cheap in comparison. They are also doctrinal addition to core army, not the core army itself. |