Reinforced Wire. Why....?
Posts: 1042
For the life of me I can't understand it's need to exist over your standard wire.
I just came out of a game where OKW wired off whole sections of line to us, and we couldn't do anything against it until vehicles came out.
Is there some tiny reason why it's there?
Isn't standard barbed wire enough?
Posts: 1963 | Subs: 1
Assymetrical just for the sake of it I'm guessing.
Posts: 444
In some maps you will have to watch out for this early as they can be a pain like semoisky..
Reinforced wires adds some variety to the game.
Strum pioneers unlike other faction's engineers are really strong early game units right so,
if your opp is spending their time building wires early in game then you have the advantage in initial engagements take advantage of it and punish him dont be afraid to over extend if required.
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Permanently BannedPosts: 2053
Cool game 10/10 would delete again
But seriously, cut the wire and walk on through. The hedgehogs can stay and block vehicles until destroyed. Why must the set principles of the game become invalid for the sake of "great" design choices?
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Because OKW struggle early game? isn't it obvious that they have to do anything they can to delay so they can survive until the late mid game?
OKW have problem only with MG spam and fast medium tanks. In team games have OKW very strong game with kubels and strumpios..
Posts: 4301 | Subs: 2
I'm OK with the idea that light vehicles can't crush it, but the fact that you can't destroy it with wire cutters is just obnoxious.
this
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Posts: 1702
Because OKW struggle early game? isn't it obvious that they have to do anything they can to delay so they can survive until the late mid game?
Yes, having the best close-mid range starting infantry in the game, having the best starting infantry in the game (volks are better than grens in all stages of the game easily) and having a great vehicle that only costs 5 fuel and can get the best light vehicles out earlier than any other faction, yep, a weak early game indeed.
I wonder what is ostheer early game if OKW early game is weak....
Posts: 1963 | Subs: 1
Abysmal.
Yes, having the best close-mid range starting infantry in the game, having the best starting infantry in the game (volks are better than grens in all stages of the game easily) and having a great vehicle that only costs 5 fuel and can get the best light vehicles out earlier than any other faction, yep, a weak early game indeed.
I wonder what is ostheer early game if OKW early game is weak....
Posts: 17914 | Subs: 8
Posts: 611
It was introduced by relic as asymmetrical balance choice since okw can't inflict engine damage with it's base infantry, leaving it very vulnerable early vehicles, which can be blocked by it therefore.
Yep, most people use wire to safeguard against early vehicles. My experience is wire is used to block flanking routes or deny sectors so you are forced to attack their blob head on.
The part i like is allies can't cut wire but OKW truck drives around early in the match destroying any wire or green cover. Just incase opponent was considering something remotely cerebral like position or tactics...
Fucking laughable.....
Posts: 1042
Fucking laughable.....
That just sums up my whole opinion of the game's design currently...
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I just came out of a game where OKW wired off whole sections of line to us, and we couldn't do anything against it until vehicles came out.
You can use penals satchel or demo charges. But agreed, it's senseless you can't cut it or OKW being the only faction with it.
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