Shreks
Posts: 728
So tired of losing games do to volks mobs that vetted seem to take no dmg and panzergrens because of the personal hand cannons they get to have. They really just ruin 3v3 and 4v4 modes as they can just eliminate your ability to be able to use any armor and mostly your ability to take out an enemy tiger.
Why should axis get infantry level AT that hard counters anything armored allied other than the IS2? It has better damage, better pen, better range that the zook. The zook I think is perfect for what it does which is warding off or taking out anything up to say a pz4. This is what I would think the shrek was also meant for and it does it way better and we actually have to run our tanks away from shreks but you hardly see a pz4 do that from ptrs or zooks but they still do enough dmg to ward the pz4 off or support our t-34 or sherman. Shreks also seem to have a much better fire rate and fire like a snapshot as soon as orders to attack unlike the zook it feels like it takes them 10 seconds to fire the first round. They rakentenwerfer is much better now I no longer see the need for the shrek to be as deadly as what it is for OKW. It should be on par with the zook it takes too much allied armor out of play. It just makes things way to easy for axis and should not HARD counter almost every late game armor we have. The best options is always to try to run the shrek mobs over but this works only some of the time thanks to the panzerfaust that always works on allied armor and doesn't take half a century to actually go off.
They need a longer fire rate, less damage, and a little less pen just like the zook. No reason they need it like it currently is both factions have plenty of viable AT options same as soviets and USF get a long with no having shreks.
or maybe only be allowed to equip one for 60 munitions.
Posts: 194
Posts: 2053
I dont see a problem with there being multiple shreks.
Posts: 2280 | Subs: 2
Permanently Bannedtry to only use range vehicles, for example as USF, you can start with 2 shermans and that it. everything after that should be either a scott or Jackson. always go either airborne or infantry. u NEED the 1919's and paras in the late game. as sov, just spam guards. tons of guards.
get wipes anyway u can. deploy tons of arty if u can. keep up constant pressure against okw trucks and defensive positions and weapons.
get suppression, either keep an AA HT alive, or get plenty of maxims and 50cals.
get good timings, u will need a team to coordinate strikes against axis defensive positions.
flanking with allied armor can be impossible, so play to your strengths and use ranged weapons against axis armor. then if you properly support ur tanks with elite infantry and suppression. volks becomes less of an issue.
lel
Posts: 3103 | Subs: 1
Posts: 4951 | Subs: 1
So tired of losing games do to volks mobs that vetted seem to take no dmg and panzergrens because of the personal hand cannons they get to have. They really just ruin 3v3 and 4v4 modes as they can just eliminate your ability to be able to use any armor and mostly your ability to take out an enemy tiger.
Why should axis get infantry level AT that hard counters anything armored allied other than the IS2? It has better damage, better pen, better range that the zook. The zook I think is perfect for what it does which is warding off or taking out anything up to say a pz4. This is what I would think the shrek was also meant for and it does it way better and we actually have to run our tanks away from shreks but you hardly see a pz4 do that from ptrs or zooks but they still do enough dmg to ward the pz4 off or support our t-34 or sherman. Shreks also seem to have a much better fire rate and fire like a snapshot as soon as orders to attack unlike the zook it feels like it takes them 10 seconds to fire the first round. They rakentenwerfer is much better now I no longer see the need for the shrek to be as deadly as what it is for OKW. It should be on par with the zook it takes too much allied armor out of play. It just makes things way to easy for axis and should not HARD counter almost every late game armor we have. The best options is always to try to run the shrek mobs over but this works only some of the time thanks to the panzerfaust that always works on allied armor and doesn't take half a century to actually go off.
They need a longer fire rate, less damage, and a little less pen just like the zook. No reason they need it like it currently is both factions have plenty of viable AT options same as soviets and USF get a long with no having shreks.
or maybe only be allowed to equip one for 60 munitions.
The Zook has a higher ROF (2 seconds). Also the Volks Shrek is 90 munitions.
Posts: 3052 | Subs: 15
Posts: 41
Posts: 2115 | Subs: 1
Posts: 2885
Posts: 270
Posts: 2280 | Subs: 2
Permanently BannedPosts: 2396 | Subs: 1
wall of text
Here is my contribution to your thread and my solution for your question. It's perfect, once applied, you will solve the problem:
Posts: 1003
So tired of losing games do to volks mobs that vetted seem to take no dmg and panzergrens because of the personal hand cannons they get to have. They really just ruin 3v3 and 4v4 modes as they can just eliminate your ability to be able to use any armor and mostly your ability to take out an enemy tiger.
Why should axis get infantry level AT that hard counters anything armored allied other than the IS2? It has better damage, better pen, better range that the zook. The zook I think is perfect for what it does which is warding off or taking out anything up to say a pz4. This is what I would think the shrek was also meant for and it does it way better and we actually have to run our tanks away from shreks but you hardly see a pz4 do that from ptrs or zooks but they still do enough dmg to ward the pz4 off or support our t-34 or sherman. Shreks also seem to have a much better fire rate and fire like a snapshot as soon as orders to attack unlike the zook it feels like it takes them 10 seconds to fire the first round. They rakentenwerfer is much better now I no longer see the need for the shrek to be as deadly as what it is for OKW. It should be on par with the zook it takes too much allied armor out of play. It just makes things way to easy for axis and should not HARD counter almost every late game armor we have. The best options is always to try to run the shrek mobs over but this works only some of the time thanks to the panzerfaust that always works on allied armor and doesn't take half a century to actually go off.
They need a longer fire rate, less damage, and a little less pen just like the zook. No reason they need it like it currently is both factions have plenty of viable AT options same as soviets and USF get a long with no having shreks.
or maybe only be allowed to equip one for 60 munitions.
70-90% play axis in team games. Simply dont play allies. As axis is it much more easy and you will be cool on this forum.
Posts: 1605 | Subs: 1
70-90% play axis in team games. Simply dont play allies. As axis is it much more easy and you will be cool on this forum.
Winning as Axis in team games isn't THAT much rewarding as winning as Allies.
Well... at least for me.
Posts: 4951 | Subs: 1
Posts: 728
Here is my contribution to your thread and my solution for your question. It's perfect, once applied, you will solve the problem:
lol.
There is simply no reason for the shrek to be so powerful when in general axis are fighting lighter armor. I have no problem beating them it is just annoying why relic need to make things easy for axis and not much micro or intelligence needed. For example the magic smoke they get that is a get out of jail free card compared to the shitty smoke the sherman get that can't be fired on top of your vehicle and has a delay which makes it useless most the time to try and save your tank.
It really does make it rewarding winning as allies in 4v4 although.
Posts: 728
Posts: 4951 | Subs: 1
lol.
There is simply no reason for the shrek to be so powerful when in general axis are fighting lighter armor. I have no problem beating them it is just annoying why relic need to make things easy for axis and not much micro or intelligence needed. For example the magic smoke they get that is a get out of jail free card compared to the shitty smoke the sherman get that can't be fired on top of your vehicle and has a delay which makes it useless most the time to try and save your tank.
It really does make it rewarding winning as allies in 4v4 although.
It depends on which Shrek your talking about. Giving Shreks to Pgrens unless you using Luftwaffe Supply, Close Air Support, or Oustruppen is always a bad idea because Pgrens are very easy to 1 shot and you need to stick them in the range of a tank to shoot the shreks. In that case a very large amount of micro is require to keep the Pgrens alive.
Volk shreks are easy to use by design since OKW doesn't have very plentiful and mobile AT (Volk shreks also cost a lot, with the income reduction accounted for they cost 112 munitions) because they lack of the fuel to get lots of Vehicles and the Rackten only has 50 range. If you opponent is spamming Volks you can do a couple of things:
1. Spam Harder; Volks have pathetic performance versus enemy infantry so get stuff like 1919 Rifles/Para's or Shocks which will tear them apart.
2. Crushing; this is a big thing because OKW lacks any kind of snare so he can't stop you from just crushing all his infantry without retreating. USF has the best vehicles for this but both the T34 variants can do it. Remember to make tight turns without stopping. And even if you don't crush them pushing Volks stops their shreks from firing meaning you can employ this tactic using non-heavy crush armor.
3. Artillery; Katyusha's and other artillery will annihilate Volks blobs, as well as blobs in general.
4. Kiting; Shreks have 35 range so you can kite them with basically any vehicle. This is best done with the USF AA HT since it also suppresses the infantry making them unable to move at top speed. With even better micro you can do with with duel MHC's and wipe squads like there's no tomorrow.
5. Overpower them; A good OKW player will volley fire his Shreks at 1 tank to kill it as fast as possible, a bad one will just let his shreks hit what ever. When facing a good player make sure to focus fire his Volk squads 1 at a time instead of shooting at different ones. Turn his tactics against him.
https://www.youtube.com/watch?v=d5ptvd6NQac
Or just employ none of those tactics and charge blindly into enemy lines with TD's meant to engage at range.
Posts: 2280 | Subs: 2
Permanently BannedLivestreams
27 | |||||
14 | |||||
1 | |||||
5 | |||||
4 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1101614.642+2
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
40 posts in the last month
Welcome our newest member, Blesofsk
Most online: 2043 users on 29 Oct 2023, 01:04 AM