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russian armor

SageVsIronRoman

by SageOfTheSix 14th August 2013, 00:09 AM
  • Ostheer flag SageOfTheSix
Kholodny Ferma (4)
Kholodny Ferma
  • Soviets flag Ir0nRoman

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Patch: 3.0.0.9945
Duration: 00:16:37
14 Aug 2013, 00:09 AM
#1
avatar of SageOfTheSix

Posts: 1048

Permanently Banned
Enjoy. German OP.

4 man MG squad = OP, Relic revert back to 3.
14 Aug 2013, 04:49 AM
#2
avatar of Aradan

Posts: 1003

Enjoy. German OP.

4 man MG squad = OP, Relic revert back to 3.

+1
14 Aug 2013, 06:22 AM
#3
avatar of lietomee

Posts: 139

what else is OP? scout cars, halftracks maybe stugs? how exaclty is a 4 man crew overpowered?
14 Aug 2013, 13:45 PM
#4
avatar of SageOfTheSix

Posts: 1048

Permanently Banned
what else is OP? scout cars, halftracks maybe stugs? how exaclty is a 4 man crew overpowered?


4 Man is OP b/c flanking (even with Molotovs) does not force a retreat anymore. Also, an MG can 1 on 1 any soviet squad it just picks up and soft retreat to support or Bldg since guards/conscripts don't do enough damage on the move to really damage 4 man.

This was very risky or not possible with 3 man. This means a German 2+MG start can force your opponent to go T1-T4 and if you can force your opponent to play a certain way you can predict and counter perfectly thus win
14 Aug 2013, 15:17 PM
#5
avatar of Budwise
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Donator 11

Posts: 2075 | Subs: 2

If 4 man is OP then what is 6 man? xD

TBH, both should have 3 men.
14 Aug 2013, 16:09 PM
#6
avatar of Jewdo

Posts: 271



4 Man is OP b/c flanking (even with Molotovs) does not force a retreat anymore. Also, an MG can 1 on 1 any soviet squad it just picks up and soft retreat to support or Bldg since guards/conscripts don't do enough damage on the move to really damage 4 man.

This was very risky or not possible with 3 man. This means a German 2+MG start can force your opponent to go T1-T4 and if you can force your opponent to play a certain way you can predict and counter perfectly thus win


If you use that logic, then its safe to say that germans should have the late game, but they dont. So how are they OP? Soviets own the early game in general.
14 Aug 2013, 17:48 PM
#7
avatar of SageOfTheSix

Posts: 1048

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jump backJump back to quoted post14 Aug 2013, 16:09 PMJewdo


If you use that logic, then its safe to say that germans should have the late game, but they dont. So how are they OP? Soviets own the early game in general.


This is a misconception. Germans own early game until ~ 5 minute mark when first clown can come out. If you have T2 up that window for clowns is short and early game goes back to german. IMO Soviet are strongest late game w/ SU-85 guard sniper spam but if you play early/mid game right it shouldn't get there or u should have 3+ P4 for 1 Su
14 Aug 2013, 17:49 PM
#8
avatar of SageOfTheSix

Posts: 1048

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jump backJump back to quoted post14 Aug 2013, 15:17 PMBudwise
If 4 man is OP then what is 6 man? xD

TBH, both should have 3 men.


I agree with this, although Maxim would need more suppression or damage then.
14 Aug 2013, 18:05 PM
#9
avatar of Jewdo

Posts: 271

Germans are good at holding a little piece of land, the majority of any big map usually belongs to soviet in the early game.

You say that a 3+ mg opening forces scout cars, meaning that you force a general tech route, that you can predict it, thus usually counter it.

I agree with the theory yea, but after the scout cars, the soviet has no Need, nor is he Pressed or Forced, to go su85. They usually do that all on they own. :P

Also, the popularity and threat of clown car openings, cut into the use of the mg42, I went 4 grenadiers for a long time because of it. Now ill go 2 Mg's and 3 grenadiers. And I usually Still need to up gun my scout car in tier 2.

So. Clown cars are forcing Germans into a tech route just as much. Thus doing the exact same thing you claim that makes Germans OP.

Also your play is cheesy and can be hard countered by a cheesy clown car build.
14 Aug 2013, 18:10 PM
#10
avatar of SageOfTheSix

Posts: 1048

Permanently Banned
jump backJump back to quoted post14 Aug 2013, 18:05 PMJewdo
Germans are good at holding a little piece of land, the majority of any big map usually belongs to soviet in the early game.

You say that a 3+ mg opening forces scout cars, meaning that you force a general tech route, that you can predict it, thus usually counter it.

I agree with the theory yea, but after the scout cars, the soviet has no Need, nor is he Pressed or Forced, to go su85. They usually do that all on they own. :P

Also, the popularity and threat of clown car openings, cut into the use of the mg42, I went 4 grenadiers for a long time because of it. Now ill go 2 Mg's and 3 grenadiers. And I usually Still need to up gun my scout car in tier 2.

So. Clown cars are forcing Germans into a tech route just as much. Thus doing the exact same thing you claim that makes Germans OP.

Also your play is cheesy and can be hard countered by a cheesy clown car build.


Different maps have different builds. On small proper 1v1 maps MG's rule.
14 Aug 2013, 18:42 PM
#11
avatar of Godz_Mercenary

Posts: 116

jump backJump back to quoted post14 Aug 2013, 18:05 PMJewdo
Germans are good at holding a little piece of land, the majority of any big map usually belongs to soviet in the early game.



I don't think it does. My start for a while now has been 4xGrens and 1xMG. That takes up a lot of the map early for me. And when they get clown car I just lol as there's only 1 MG to burn and I know they built it for MG counter.

I find Soviets expect lots of MG's so I don't ever go that route now and still always see flameclown every game hunting obvious MG points but no MG's to hunt and kill.
15 Aug 2013, 02:16 AM
#12
avatar of lietomee

Posts: 139



4 Man is OP b/c flanking (even with Molotovs) does not force a retreat anymore. Also, an MG can 1 on 1 any soviet squad it just picks up and soft retreat to support or Bldg since guards/conscripts don't do enough damage on the move to really damage 4 man.

This was very risky or not possible with 3 man. This means a German 2+MG start can force your opponent to go T1-T4 and if you can force your opponent to play a certain way you can predict and counter perfectly thus win

if he went double fast mg just either make mortars or go snipers.. not everything is flanking in coh2.. just because a person cant kill off a mg team with 15 ammo (Molotov) does not mean it didn't do its job.... as long as the Molotov forces a move/retreat I think it did its job... the match up thing Is the same thing with the maxim except, mgs the mg is not overpowered.
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