Suggested long ago that stuka should fire 6 rockets in a circular area with a second of cooldown between each rocket, to punish static position and counter buildings but give a chance to retreat (instead of playing the "guess what line did i just draw" game), and to put it at 75 fuel like any rocket arty so it becomes accessible as an mg spam counter.
But the priority seems "fixing stuff" as always, without caring of this being viable or not after the "fix"
All rocket arty cost 80 fuel, stuka included. |
What's the point of this thread again?
Weekly recurring rank 1000+ axis only player rant on how the grass is greener on the other side despite the fact that axis stomps allies since last patch. |
"I can't use axis units properly" the thread. |
I kinda like this idea, or to fit the ambient building FHQ to a higher CP requirement. Especially OKW has lots of trouble early game to fight FHQ as they do not have any early counters to big buildings (Ost has flame 251).
Couple of flame nades burn it, ISG comes earlier then flame 251, there is always stuka that will level it completely.
Counters are there.
They are just not the same. |
I'm going to keep repeating this until it's implemented:
Make machine gun teams work the same way as in Dawn of War II!
Where the HMG squad suppresses EVERYTHING in its arc of fire because the gunner is basically constantly throwing the gun left and right across the entire arc -- why? Because that's the whole point of machine gun setup teams: to hard counter retards who blob.
This isn't OKW-specific. USF create Rifleman blobs with bazookas, Soviets create Penal and Guards blobs with PTRSes, etc.
And not a single blob is ever countered by machine guns because of the idiotic decision in CoH2 to make machine gun setup teams only suppress the single squad they're shooting at and maybe, once in a blue moon, a squad directly on top of that one, but absolutely none of the other 6+ squads standing perfectly still in the middle of the HMG's firing arc.
It's absurd and contributes immensely to how heavily HMGs are underperforming across the board.
That's not how it worked in dow2.
It was the same as here, with much narrower arcs. |
What excuse can there possibly be for just blatantly making Axis weapons and units objectively, observably worse?
Since you're talking about SMGs, let me help you with that!
- almost all are non doctrinal
- most are on T0 units, 0CP call-ins and team weapons or otherwise units that arrive much, much earlier then allied equivalents and on a much cheaper squads
- The one that is doctrinal and comes later is better then commandos stens
If that short list does not convince you, you upgraded too much anti common sense armor and made yourself immune to logic. |
Just a small piece of feedback, but I think the Commissar Squad is way too cheap for the utility it offers - besides also having considerable fighting power. Especially considering something like the less useful Sturm Offizier costs 280MP.
Price should be increased to around 300-320MP, I think.
Sturm officer is much more powerful(permanent AoE aura vs couple of seconds on SINGLE unit, no shared cooldowns on abilities, instantly forcing retreat vs waiting for propaganda arty and -more- fighting power).
In fact, the only thing keeping sturm officer in check from being one of most OP infantry units in game is the fact that mass retreat can happen if you micro badly.
So no, commissar squad in contrast to SO isn't in any way out of his league in terms of cost. |
i think the maxim is in some ways more potent than mg42.
it can defense on itself, cause of high speed setup time, 6 models and fast supress
it can with no problem reposition and hey...models dropped? when u planed right there is a con squad nearly and u can merge...
Why your soviet rank is 5000+ then if its so great? |
I don't use them, my friend does. And the results are great. Other people might not use them, but my friend does, the same way that i use Rangers and they win fights in which they have numerical disadvantage. And Obersoldaten are supposed to be anti-infantry, but guess what! Paratroopers with covering fire don't give a single fuck about them. Covering fire and then Rifles walk over them.
I assume you mean Metal Tolis?
Anyway, at that rank, blobs of partisans will work great.
Shocks might win 2v1 in favorable situation, but they aren't going to counter any blobs, 3 mainline inf units with upgrades will rip them apart. |
6 man squad, 6 rapid firing weapons (faster ROF than the Thompson) and an armor value of 2.25, makes it perfect to slaughter an OKW blob.
1) Rapid fire doesn't matter, DPS does and PPSH have lower DPS then thompsons.
2) Armor is 1.5 for what? 3 years now? 4?
3) It is them who are actually slaughtered by OKW blob, specifically for the reason long range blobs rip apart all other CQC units - range and firepower advantage.
4) Shocks do not work, there is a reason no one uses them and why they are being buffed now, you didn't even knew their stats and talk about their usefulness in combat? That speaks how often you yourself have used them. |