in many cases i drive around the grens/ volks and kill in no time their support weapons. to easy..to fast.
and the bren carrier: its a very good when played well...it can life beyond midgame and will be very usefully...to much for this low cost in my eyes. it blleds so much manpower and can repair by itself/ by an engie.
Cool, but that doesn't work on players better then rank 1000+.
Even combat engineers would seem OP against clueless player who can't micro. |
I think that Elite Vehicle Crew's increased veterancy gain should be removed now that it's passive. Other veterancy gain buffs have been removed from the game for good reason.
(though it would be nice if something was done about the lower veterancy gains of mine sweeper units)
Also, I'm still not convinced that the new Defensive Doctrine isn't just a better version of the Osttruppen Doctrine.
Other veterancy gains were instant, massive exp, so you had vet 2-3 squad in a matter of singular click.
Hardly the same thing. |
When brits came out everyone said they are well designed
That's because faction design and faction balance are 2 completely different things, they are parallel, but different.
Design is fine and unique.
Balance was bad. |
I see no reason to create separate thread every singular time vipper focuses on new aspect of the patch on top of posting in the patch thread(seriously, either put your feedback there OR spam blog threads, not both).
And on the KV-2 - No, its deflection is not too high, its penetration might be low, but it -IS- meant to be able to fight armor as well, just not as well as AP ISU or IS-2, something between them, which low reload, low penetration and high deflection damage does - its literally larger sherman dozer/brummbar.
Now, another thing that was NOT mentioned and actually happened to KV-2 which makes it into perfectly viable unit is the fact that in tank mode it actually does shoot like a tank, currently on live it shoots like dozer, which means despite its obviously intended AV capability, it can't do it due to not being able to hit anything moving ever. That is not the case on preview as there it actually shoots like IS-2.
Its no longer meant to be RNG immobile ISU that shoots over los blockers, but a middle point between ISU and IS-2, which with current changes I believe it finally does fulfill that role, being worse then IS-2 in tank combat, being worse then ISU on long range, but being flexible by doing both. |
Excuse me? They carry 3x (Gren) Kar98 and 1x Scoped Gewehr 43. I have literally never seen them used in the past 3-6 months and I worry the current changes aren't sufficient to really increase that number.
Yeah, I meant Kars, not G43 obviously.
I'm little tired today, so expecto weirdo stuff'o in my post tonight. |
So Jeager Light Infantry haven't really been discussed beyond their initial changes, but the Pathfinders discussion brought up a good point about their timing.
JLI are a squad that supplements other squads rather than being able to fight on its own. The problem with using such a squad is that their timing (2CP) makes them awkward to use. By that time there's already a stack of mainline (Volks) infantry around with elite infantry (Obers) soon on the way. Manpower at that point is needed for the transition into midgame: for ATG, HMG, light vehicles and elite infantry.
I think this is the main reason they aren't used much in the live build.
I would therefor propose to put them at 0CP, and let them start on a cooldown of 1-2 minutes so they can be deployed as the third unit instead of a Volks squad. Having a long range unit early on would also help OKW as a softcounter to HMGs and snipers. It would supplement the faction really well I think and they might be used much more often this way.
If this were to be changed and proven succesful, it would be obvious to give Pathfinders the same treatment at a later stage.
Actually, JLI are capable by themselves, using 3 gren gewehrs and G43 that snipes at 75%, they keep high DPS and dropping models quickly, which pathfinders are incapable of without dual BARs.
There used to be a whole meta where they were used a LOT by themselves.
Wasn't ostwind bound to tech? That would be the only reason why they are no longer seen every single game. |
playing sov is boring: spaming penal/ guards into callins. and u know why? because penals and guards so strong (to strong) that they can deal with all targets. Much better than any other squads.
So why your sov rank is lower then sum of all your other ranks and you barely break 50% win ratio? |
Its a force multiplier, not stand alone unit.
Its literally a sniper squad.
You wouldn't use sniper alone without mainline infantry in front of them, you shouldn't use pathfinders alone. |
Um... are conscripts bad? with ppshs they melt stuff and they deal so much damage when they hit. The whole point of them is for meat and their utility
You see, for them to be combat effective they need a doctrine and that's the problem.
"They have utility" is a meme. Other mainline inf can also throw nades and AT nades, merge keeps exactly the same amount of squads and models on fiel, you just retreat different squad, its very situational and oorah was made expensive enough to again, make it situational. They have no other utility that wouldn't match somehow that of other factions if we take doctrines into account. |
That's rich coming from u. Don't know who u paid off to let u back on this forum. You were permabanned here
Contrary to you, I was actually missed. |