Panzerfusiliers are fine. Why change them? They provide some nice anti-tank options that OKW doesn't have and they're doctrinal. I don't like removing the panzershrecks and giving them to Obers, since Obers come out too late and the panzershrecks are quite useful in the early-mid game. |
Of course it is not automatic. It is a regular ability costing 60 munitions. I find myself rarely using it because the munition is better invested into LMGs, base arty and perimeter overwatch. It can be used in combination with the base arty but because it only reaches the frontline areas this is not particularly strong in real game scenarios.
In other words, you don't use it because you already have a plethora of stupidly strong abilities to invest into.
Seriously speaking though, in 3v3s and 4v4s frontline flares are annoying as hell because the frontline is generally much larger in those maps. Many have said it before, it's an uncounterable ability like Spec Ops. It's not fair to remove Spec Ops flares without removing UKF flares. |
Which is why sections not having a snare is a huge fundamental issue that’s messing up the entire game.
Oh yeah, totally forgot about that. I guess that's the reason why the AEC still has to come out decently fast compared to the other light vehicle counters. |
Same can be said about OKW Puma vs T-70 or any other allied light.
Luchs might be 1v1 king, but Puma shuts down 2v2 games for allied lights.
Well these were just my 1v1 observations. Doesn't it cost less fuel to get an AEC with tech costs included than it does to get a Luchs though? |
Spec Ops flares are way stronger IMO especially in combination with things like Stuka CAS or other off-maps. The UKF one is not even close to being that cancerous.
The one UKF sees ALL the frontline though. You can't hide from it without retreating away. Also, not to mention that the doctrine it comes in literally allows you to call in base artillery right after using the flares. At least with Spec Ops you need separate artillery pieces that can be destroyed. UKF artillery can't even be destroyed, it's just continuous flare and shell.
Also, isn't the UKF one automatic? I don't really remember, I think it was passive, was it not? |
then delay it and buff it AI a bit ? Can be done via tech cost like form 15 to 20/25 and built time increase.
I don't know if the AI needs a buff, feels fine in my opinion. I was just thinking of delaying it by about 30 seconds to a minute, so tech cost to 20 fuel instead of 15 in live., and possibly increasing the research time for the tech but keeping the actual unit consistent. |
Plenty of good ideas but a few objections as a UKF/USF main
2. The AEC is already outclassed by the Puma, if it's damage output is being reduced, it should have an increase with something else, like armor or better performance against infantry, idk.
IMO the problem with the AEC is not the unit itself but how fast it arrives. Kind of shuts down all Ost light vehicle play. |
It will be nice to hear for OP that I know of something coming in this regard. MrSaipan is hosting another 3v3 tournament. Announcement coming soon 
Good to hear. I will look forward to this event. |
So you're supposed to automatically have three units to micro manage in order to counter some guy's single unit that he got to buy T0 right off the bat. Let's see, you are USF, and in order to counter and clear out a single 260 MP unit you need two rifle sqauds for 280 MP each plus your 240 MP mortar to smoke it. Oh and you're supposed to hope and pray there isn't a second MG or supporting units around to brush off your attack.
The excuses people make for the most OP unit in the game are hilarious.
The fact of the matter is the damn thing is too cheap, comes too early, supresses too fast, has too wide a firing arc, too long a range and destroys light vehicles all too well and it's setup time isn't THAT slow, it doesn't have a death loop and if you ask me it's crew seem to be significantly more durable than that of other MGs.
Ignoring the parts about balance, I meant using one Rear Echelon and one Rifleman squad, or one Rifleman and one Officer squad. Or one mortar and one Rifleman squad. Two units. |
Well the original post implied that the smoke is only going to come after the advancing unit has already been fired on by the MG. Thats pretty clearly a tactical blunder. I dont think pointing that out by making it clear that you are supposed to smoke FIRST is passive aggressive.
Also, you shouldn't really be advancing with a single squad. Even if the smoking squad is suppressed there should be a second squad available to go through the smoke. |