Hey guys,
got some Problems lately with OKW-ultra-inf-spam covered by a Puma without using Shocks. Trying to Play not so meta the last weeks, sometimes it worked, because of better Micro and strategy, but mostly you get steamrolled by OKW with 3-4 volks,FlakHT/Puma/Luchs and then a Panther, just the Standard shit. Struggling because a Puma is nearly invurnerable becuase of its high range/LOS and can correctly microed kill anything that calls itself a vehicle. if investing into Zis it will be a waste of MP due the high pressure to the OKW inf. Any good advises WITHOUT commander choice? |
decreasing pen is the easiest way but enough shreks will still do the Job
Edit: and it would add even more RNG |
semiosky summer is working on 2v2 more than 1v1 cause players dont lose presence on the field so fast, but its in my 1v1 veto too and winter is annoying due to that much of deep snow but working |
idk why shrek poll wasnt added |
Hi guys,
the complaining about shreks and/or zooks made me think of how could that be rebalanced. Real AT guns haver their reasons for existance, but are not worth it if you can just spam Shreks or zooks(which are in their numbers potent too). To get away from Company of Spam and make combined arms more worth again for mid-level-players too. So to get to topic here are my thoughts:
-i tried orientate mysself to the Maxim/MG42 concept to keep things varied
-to redesign that, some things around it have to be changed too
1. M1 Bazooka
-remove the ability to tech them, make them accessable with the LT/T2 to remove the Lack of basic AT, but not motivate to spam them by not having the captian with that tech tree (of course you still can tech him too, but not both simultaneously). Maybe BARs with Captian then to keep it equal, but thats another story. And increase teching cost a bit, cause u get "free" access to zooks/bars
-Make them to portable AT guns with a bit less range, better overall damage but an inconsistent penetration against medium Armor. So they would stay viable against early vehicle rushes, but not denying 100+ fuel tanks the battlefield. Adjust the cost of a bazooka too, but im not into that exact-number-and-what-you-get-at-what-second-thing so other people can add their stuff right [HERE]. And hitting the rear armor would be really rewarded then
2. RPzB 54 "Panzershrek"
-let damage and penetration where it is to silent the but-shreks-where-developed-from-M1s-they- have-to-be-better-guys, but reduce the range significant. In addition it was twice as heavy as an M1, so taking away two weapons from the squad would let an OKW vgren spammer think twice before he ugrades them and Pgrens would become dedicated AT then (for them cost of Shreks could be reduced by 20-30 ammo then). It would reward players for ambushing tanks with true sight that would fit into game mechanics too and it would stay a viable option to keep allied tanks on distance and not chrush them or flank real AT guns supported by a shrek. a reduced reload time due two people manning it would be just fair. Maybe Relic could even get it so far that they increase reload time when only one man is left so a single old/wounded man or child wouldnt be that much of a threat to a tank like a whole squad.
-the reduced range would reward kiting of shrek blobs and make Shreks a not so offensive threat to tanks, but a flanked/encircled one would still go down fast to them, what would reward flanking and splitting of shreks more.
-adjust the püppchen with reduced MP cost to 240 or somewhat around that. If i use them they are working well with their stats and i dont see many players garrisoning it. 2 püppchen with crossing lines of fire can force away anything except an IS2 maybe. So in my opinion its fine where it is, shrek is jsut too attractive.
So thats it from my side. The poll is for people who doesnt want to write a whole story in it but bring in their opinion. Of course that doesnt mean i want to discourage people to vote and comment. Wanna hear opinions form all sides of the community.
P.S.: Relic: decrease the weight of most game iussues by adding side armour |
1. dont get aggressive, just defend your fuel/ammo until T2
2. get G43 or LMG42 as fast as possible, try to rush for Pgrens
3. get a second Engineer and borh with flamers, put them next to a building were he might attack next, get spotters and when he you see him moving to the building get in faster, flamer has a decent range and the piod are less vurnerable when garrisoned that will let him bleed fast.
4. and mechanized assault is a boring Commander choice but ethical acceptable against a spam of 7 units the same.
5. never ever have han unsupported mg42, and if he hooras in supress with one burst and them replace befire the molotov goes off.
6. dont engage fights you cant win that will save MP for teching or more Pgrens, he has to have the MP bleed not you
just some tips but you have to get the tactical feeling and the micro for it, just like anything |
what about decreasing range on Shreks that you can outmicro any shrek-only-at-armys? of course you gotta buff the Raketenwerfer, with something like less aim time/faster movement cause its smaller that usual AT guns. So shreks Units would just force tanks to stay on distance reducing their damage and protect the real AT from flanking it easily and circling around the gun. |
no pios are fine. Volley fire costs 20 ammo and if you're microing right then you force the REs to retreat before they can supress you. Of course they're gonna win if you rush them toe to toe if they are in green cover. A pio group withot grens can give you an deciding advantage early game against lonely enemy units (if they are not alone, then he is certainly blobbing and you got to avoid the blob early game). Never saw them losing against combat engineers if they arent in a building and/or the RNG god intervents. They can place awful mine fields on retreat pathes, palce teller mines that are close to M20 mine placed by a much more expensive car. And at last: have you ever seen a engineer squad moving into a building when the enemy is just passing it close range? at that DPS it feels like Stormpios. If you would buff em they have to be either more expensive or the they would become a to viable combat unit that makes it much easier for you to rush straight for T2 and Pgrens, 221/222.
edit: i usually use a 2 pio start, keeping them supporting each other can even force riflemen to retreat |
pretty good at all, vids where funny to see too, but that with the decrewing of vehicles.. It actually happened pretty often that especially the germans used enemy armour. I would just say that its not completely random (if it is) but depends on the vehicle itself and the thing that is shooting at it. A bombing strike shouldnt leave anything behind. but if a small gun can take out the last bit of a tank then why not? that together with the side armour thing should encourage people engaging heavier tanks with lighter ones and makes it maybe planable to capture an enemy vehicle. Also it forces people to support their vehicles more by infantry. havent thought of it that much, just some initial ideas. |
didnt read everything here, but:
not blobbing around and having the front lines always scouted is helpful cause many players will be greedy and build it up uncovered where no enemy unit is (this exact moment). you got about 50(?) seconds to focus ir down with anything. M20/M5A1 is helpful cause of its speed there, a HMG shold do the job quite well too.
If its already placed then watch the enviroment:
If theres a big LOS blocker then use thr attack ground ability od any Tank/AT gun. but have it guarded. In the open use the same strat but out of his range.
If theres a building nearby, then put a captian into it, tank hq isnt quite good against garrisoned infantry. Something else nearby that makes it die faster should be there too, cause the caprian alone wont make it.
or just use any artillery. that does it in the long run too |