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You mentioned that there is a counter system to 20mm vehicles, like Stuart but apart from a Stuart and maybe T-70 I can't think of anything else. What is a counter system for mortars and is this mortar counter system affodable and viable? It's never been too easy to counter the Japanese mortar without driving it over with a HT.
One banned exploit should be AT-rifling the mortar. This exploit is just gay and we might as well make mortar 0 CP to make it fair.
All in all, I think I like the cost of infanty kilers, at least on paper. It looks like players have a choice between sub-elite infantry or 20mm emplacement and 20mm vehicle, mortar or elite infantry.
If you look at the rules on the challonge site, yep exploits are banned.
Hmm i think that statement may differ alot dpeending who you ask, I will review this further with other players but the majority I am finding do not agree with that statement so far. Only you and Toddesser are on the pro MG fence at the moment. Thouhg i couldn't have a indepth discussion with Todesser to understand the reason behind his opinion because of the language bearrier.
My personal opinoin is it depends which LMG, sure elite mg for gemrany is great. But I find no one buys the normal single MG or regular squads much if ever. It is a attempt to try get people to do it more often. It may definately change the meta to slow things down, but I think the increase is extremely small and we probaly still won't see much MG's buying on the field is my guess. But who knows.
Also I know we have to be careful because autocannons are nerfed, and this is one of themain reason mG's are useless. Now there are potentially less auto cannons on the field and later.. t might not be worth increasing the dmg, though it is tiny
Looking for more opinions or examples!
1) USA looks really strong with Croc and Fury tank. Maybe even too good. USA don't need to buy tanks for MP at all. Sherman 76 is a no-brainer buy anyway. Why not give them something less obvious like one of their TDs which is used less like Hetzer, which you gave to Germany.
2) KV-1 for Finland for 5SP, the same as the Churchill for UK? I think it is 4SP unit like the BCOM churchill.
3) The UK's Royal Arti is never ever bought. How about removing one of the guns and reducing it to 4SP.
4) Germany has a Panther, but Soviets still have only KV-2? Maybe give them other option like IS-1 or KV-85?
5) French mortar for 1SP? A bit too low IMO. Should be 2SP. When you got French 20mm and mortar at the same time in game against Simmers it didn't look right.
2) the KV-1 for finland is actually a beast, its a modified version which i believe has prettymuch the same side armor as the frontal. With allied gun peentration its almost invincible all around other then vs radio op.
3) true, I may do this. I will see how it fits with other SP. I'm also not a fan of dual gun buys or dual anything. Though I have reduced the CP and timer of royal arty in the mod, which probaly hasn't been noticed.
4) True, they do have the kv-1 flame now. KV-2 is back in it's glory and CP is reduced. 180 range but 6 SP. I kinda think it's fine to not have it symetrical in this case.
5) True, I agree i put it as 2 SP originally. Though everyone thinks france is horrible, they need buffs. Not sure if I am over doign it... But I have given alot of buffs in the next patch as you can see above with ARTY SP. Making it 2SP will make it non buyable as you can wait for 3 SP for a Arty. hmmm I would like to alos see how this goes in the tournament. It oculd be one of those things where this is france's go to... May not match in price, but will give them a advantage somewhere. .. hmmmmmmmmmm
Perhaps a timer instead to make it only buyable at 2SP time so it comes out later??!
I also don't like units like mass production but I really like combo SP units like bonzai. Are there any other SP units like that?
Mortars are better than M8 so I am not sure if they should have the same CP. A timer might be a good solution. 1SP but at 6 minutes.
LMGs will slow down the game and make vehicles more important much earlier, and we all know the vehicle combat is pretty random at early game.
With powerful LMGs, at later game you'll have less of that back and forth gameplay.
LMGs + elite marksmen have great synergy too that is not explored enough.
I agree with Thompson. The stenght of low tier should be spam, whilst t3 and t4 should be lethality.
I will take off the buff in the upcoming patch shortly. It's more of a issue with regular squads.. it is probaly that some assault squads are too cheap? some regulars to bad?
What is your opinion on this?
I've never remebered a 1v1 game where I see someone buy a regular squad. I don't even know when I last called it.. probaly in AS1
Having said that my favourite Germany's opening in AS1 was single MG-42 + Assault Sq. . I don't really bother with LMG in AS2. For me it was marksmen and assualt squad spam until an early infantry killer. And I think this is the general meta we see.
And then I installed AS2 beta and I got into this brainless German assault squad spam, followed by marksmen spam.
To me, a game which is entitled Assault Squad should focus more on authentic infantry tactics at a squad and platoon level. A squad ussually can be split into:
1) Recon team, the closest to recon section we have in game is marksmen team, they have light weapons, high speed but I would make them 3 men and give them additional 10m of line of sight and some slight stealth.
2) LMG team is kind of our useless regular squad or a bit more usefull a single LMG. I would create a proper LMG team with LMG and 2 riflemen as ammo bearers and price it a bit more then the single LMG. I think the cool down for this unit should be about 3mins.
3) Assualt team, which is our assualt squad. I would make them 6-8 men strong, could be faction specific like (USA 6 men but Soviets 8 men). A good mix of smgs and rifles and nades, but I would reduce nades for the next squad:
4) Combat Engineers: 2 SMGs and 2 rifles and flamethrower (AT rifle). Lots of TNT, AT nades and maybe some AP mines as well.
The ussual support for platoon is a AT-weapon team and 2inch mortar. We already have AT infantry but I kind of could imagine a very mobile two men strong light mortar team with 10-12 mortar rounds and 80 range. ( I think I have seen some light mortars in some mods).
Here I kind of can see some infantry tactics where I need to intelligently choose and use appropiate teams in order to achieve some synergy. I could open with a fast recon team to get to a position fast and maybe slow down the enemy until my assualt team arrives to a position. Then, when making an assualt I could use recon and LMG/2 inch mortar to weaken the enemy before my assualt team get them.
In urban area or trenches, combat engineers would come really handy.
T3 and T4 I would not change much as I see them as special, independent forces.
As a quick fix I would remove the squad leader and 2 riflemen from the regular squad (this is one of the reason I dislike reg squad: I need LMG and not a tonne of useless riflemen) and remaining riflemen should receive more ammo. The price should be 150% of the single LMG. It would give them more defined purpose in game: stay back and provide covering fire for assualt squads. LMG teams, like I mentioned before, could do with a 2-3 mins timer.
Right now I am quite happy with elitemarksman and regular squad dynmics .. they are very different in use in the mod.
RE your last idea, I'm not sure on that idea as they would be just a cheap mans elite MG call?