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russian armor

Why this game is almost balanced

15 Jun 2014, 22:20 PM
#101
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2



But then u ignored vonivan and vindicarex who are also top players .


i only quoted OMGPOP to show just because some top players agree with you, that does not mean you are in the right or just because some people think differently than some top players, they are in the wrong etc etc.
15 Jun 2014, 22:32 PM
#102
avatar of BartonPL

Posts: 2807 | Subs: 6

jump backJump back to quoted post15 Jun 2014, 20:45 PMpigsoup




but OMGPOP, who is also an arguably one of the best players, said
"Using M3s well can indeed result in some spectacularly swift victories, but for me they are really the best out of a group of bad options.

It all comes down to the fact that Germans have a much stronger infantry composition than the Soviets. MP for MP, LMG Grenadiers will thrash conscripts (you don't even need LMG for this fight) and beat DP guards by a moderate margin. MG42 and Pak40 are miles and miles ahead of the Maxim and ZIS-3 gun. 251 Half Track is available early in the game, as battle goes on and squads lose men, damage exchange steadily favor the Germans as they can reinforce on the field."



It's hard to play against m3 strat because Germans are bleeding MP so badly that they can't do much unless they are lucky, while M3 can be repaired fast with engies, Germans must build medic bunker to keep their units fully health and even tho, one man costs them 30 MP, and usually M3 scores a lot of kills. One faust isn't enough to deal with m3's because some genius at Relic decided to increase their armour so now it takes ages to kill M3, let's sum up this all things:
- Germans will spend munitions to faust M3's with bad results (they will just fall back for repairs)
- they can't have good map control cuz of less mobility and bigger casualties than on soviet side
- only Pak40 is suitable to counter M3's but by this time, game is usually over because of huge MP bleed, and soviets at this point of game have huge map control, and probably, some tank on the way (in times where you barely get one Pak40 to deal with shitty M3's....)
- 222 is useless because it costs much muni which you don't have (you spend all on fausts) and M3 0.50 cal kills it fast
- Germans are screwed when good soviet player uses that strategy and practised many games with it
15 Jun 2014, 22:34 PM
#103
avatar of Thunderhun

Posts: 1617

+9999 Barton for saying the truth. Also soviet mines just screws the german side even more.
15 Jun 2014, 22:36 PM
#104
avatar of ToastyPillowsack

Posts: 58


- 222 is useless because... M3 0.50 cal kills it fast


Not to mention if there are Guards in the M3.
16 Jun 2014, 02:13 AM
#105
avatar of DanielD

Posts: 783 | Subs: 3

You don't faust the m3 if you can't kill it. That way you don't waste muni and you can upgun your 222 and get an LMG.
16 Jun 2014, 03:05 AM
#106
avatar of Bravus

Posts: 503

Permanently Banned
The sherman call's in's is op...
16 Jun 2014, 03:27 AM
#107
avatar of Mr. Someguy

Posts: 4928

The Sherman call-in is fine.
Only Relic postRelic 16 Jun 2014, 03:37 AM
#108
avatar of Eagleheart21
Developer Relic Badge

Posts: 117 | Subs: 5

thanks for feedback, we've been actively looking into some of these items.

all the best

Eagleheart21
16 Jun 2014, 04:17 AM
#109
avatar of Mr. Someguy

Posts: 4928

16 Jun 2014, 04:31 AM
#110
avatar of Porygon

Posts: 2779

thanks for feedback, we've been actively looking into some of these items.

all the best

Eagleheart21


Listen to the best group of players instead of a bunch of casual clown in Alpha forum, thank you.
16 Jun 2014, 04:36 AM
#111
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post16 Jun 2014, 04:31 AMPorygon
Listen to the best group of players instead of a bunch of casual clown in Alpha forum, thank you.


Many of the best players are in the Alpha :P
16 Jun 2014, 04:36 AM
#112
avatar of ToastyPillowsack

Posts: 58

thanks for feedback, we've been actively looking into some of these items.

all the best

Eagleheart21


Thank-you, it is appreciated.
16 Jun 2014, 05:11 AM
#113
avatar of Porygon

Posts: 2779



Many of the best players are in the Alpha :P


but not in the Alpha forum feedback.
16 Jun 2014, 05:14 AM
#114
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post16 Jun 2014, 05:11 AMPorygon


but not in the Alpha forum feedback.


There is second, closed closed alpha forum. I wouldn't be surprised if there was.
16 Jun 2014, 07:55 AM
#115
avatar of BartonPL

Posts: 2807 | Subs: 6

jump backJump back to quoted post16 Jun 2014, 02:13 AMDanielD
You don't faust the m3 if you can't kill it. That way you don't waste muni and you can upgun your 222 and get an LMG.


If you don't faust then what you do? Grens can't kill M3, even if they are in green cover, Germans will bleed on manpower unless they gonna blob grens with MG combo but that won't work because by that time, soviets have plenty of munis and flamers on the way
16 Jun 2014, 09:49 AM
#116
avatar of y3ivan

Posts: 157

I personally feel that flamer or any other flameable weapon should be change to somekind of AOE damage profile rather than just random critical. At least, you dont have to worry so much about losing retreating squads from flamer M3.

I have seen some crazy stuff with flamethrower killing 3/4 grenadier squad in 1 shot burst from a CE. Molotov bursting 3/4 MG42 crews to flames almost instantly.
16 Jun 2014, 20:32 PM
#117
avatar of Mr. Someguy

Posts: 4928

Out of curiosity, I decided to test the M3 vs the 221 (not 222). Surprisingly, the M3 facing forward will always beat the 221 despite the 221 being a higher tech and more expensive.

Just a little fact :P
16 Jun 2014, 21:05 PM
#118
avatar of Katitof

Posts: 17914 | Subs: 8

Out of curiosity, I decided to test the M3 vs the 221 (not 222). Surprisingly, the M3 facing forward will always beat the 221 despite the 221 being a higher tech and more expensive.

Just a little fact :P


Now test your fact at max range.

Then upgun 221, so it actually gets a weapon that is supposed to fight light armor.
16 Jun 2014, 21:17 PM
#119
avatar of Mr. Someguy

Posts: 4928

The purpose of the test was to see if the 221 could fight Scout Cars or if the 222 was necessary. I confirmed that getting a 222 is necessary, because the 221 will not win unless the M3 is showing it's rear the entire time.
16 Jun 2014, 21:29 PM
#120
avatar of Katitof

Posts: 17914 | Subs: 8

You need to be next to it(not in front of it) to win.

Turret does make a different.
Range as well as the closer you are, the better M3 penetration is.
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