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russian armor

Maxim vs OKW issue

2 Aug 2016, 07:24 AM
#41
avatar of ullumulu

Posts: 2243

The Problem with kubel when u want to counter a maxim (driver around it):

the other 5 men from the hmg will kill faster the kubel as the kubel can deal with them.

u dont believe it? try it in cheat modus/ or with friend: the other men from maxim kill a kubel faster than the kubel can!

little bit op.
2 Aug 2016, 08:49 AM
#42
avatar of RiCE

Posts: 284

Kubel is not a hard counter... flanking is not a hard counter either...

Snipers, Indirect fire (like mortars, ZiS barrage), or smoke are the hard counters. Light vehicles for reasonable price (with teching) can function as a hard counter, especially if they deal proper damage like flamethrowers do.

OKW has NONE of these. Honestly if someone doesnt see the problem here, must be fully biased. USF had smoke nades, yet they received a T0 turbo-mortar WITH SMOKE, despite the fact it single-handedly made the PackHowi totally redundant. Not to mention they have doctrinal solutions like mortarHT and clowncars.
2 Aug 2016, 09:23 AM
#43
avatar of d0ggY
Senior Caster Badge

Posts: 823 | Subs: 3

Maxims are not as cancerous as they were, especially with the increased set up time you can dodge them pretty good now. Giving them some Hate with the Kubel is also pretty amazing.

Of course a good soviet will counter you pretty easy with Maxims, but a flak HT is most often just wiping them really quick and you get a free maxim and give him some of his own medicine.
2 Aug 2016, 10:04 AM
#44
avatar of strafniki

Posts: 558 | Subs: 1

simply gib surpression for kübel back
so we can fight cancer with cancer :)
ps: 1v1 sucks.
2 Aug 2016, 10:06 AM
#45
avatar of strafniki

Posts: 558 | Subs: 1

jump backJump back to quoted post1 Aug 2016, 18:22 PMNEVEC


Your thread don't deserve it, so no.


welcome to the fartlist, bob!
2 Aug 2016, 14:43 PM
#46
avatar of ZombiFrancis

Posts: 2742

jump backJump back to quoted post2 Aug 2016, 08:49 AMRiCE
Kubel is not a hard counter... flanking is not a hard counter either...

Snipers, Indirect fire (like mortars, ZiS barrage), or smoke are the hard counters. Light vehicles for reasonable price (with teching) can function as a hard counter, especially if they deal proper damage like flamethrowers do.

OKW has NONE of these. Honestly if someone doesnt see the problem here, must be fully biased. USF had smoke nades, yet they received a T0 turbo-mortar WITH SMOKE, despite the fact it single-handedly made the PackHowi totally redundant. Not to mention they have doctrinal solutions like mortarHT and clowncars.


I won't disagree that the differences between EFA and WFA are obvious and problematic. USF mortar I still think is still a pretty 'wut' decision.

That said, the best thing OKW can do is really get a truck out and up ASAP for incendiary nades. Everything beforehand is stalling. And even then the incendiaries are to force one to pack up and move so you have more room to maneuver, not kill it outright.

Don't expect to hold territory as OKW like you would as OST. Cap what you can, slow down those maxims as best you can from taking territory. All you need is to get one Sturmpio in a good position to kill, if not steal, the Soviet advantage.

Soviet earlygame is a house of cards. They are rushing for their Quad or T70 just as much as you are for a Luchs. If the T70 or Quad comes out before you can get out a Luchs, skip it and go for a Puma to waste away their fuel usage.

Use the Puma to dive on maxims and drop smoke. (I recommend T2 truck first against Soviets. Soviets aren't static enough for early LieGs, even considering maxim spam.) But at the same time the indirect fire and barrage on some maps is all you can manage if resources are inaccessible.
2 Aug 2016, 14:48 PM
#47
avatar of ZombiFrancis

Posts: 2742



Who will choose 5 fuel over a good mg ?


When you have a 3 man Spio squad in enemy territory that just cleared the MG. :megusta:
2 Aug 2016, 14:57 PM
#48
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Smoke in OKW, in some way, would be nice. It would help to control maxims as their numbers grew. I still think early game OKW has a chance against maxims before their numbers grow too high.

Also I didn't forget salvage, but it is risky because of the amount of time it takes. Getting an MG right now is usually worth it over waiting to salvage it. Usually MGs are far enough behind the lines to represent a real risk in salvaging.
2 Aug 2016, 18:18 PM
#49
avatar of JohnnyB

Posts: 2396 | Subs: 1



he is kinda right


No, he just thinks he's Chuck Norris or something :)
2 Aug 2016, 19:35 PM
#50
avatar of newvan

Posts: 354

There is nothing bad in smoke on ISG, it will give OKW more options on expensive unite, it's worth a try.
2 Aug 2016, 21:01 PM
#51
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post2 Aug 2016, 19:35 PMnewvan
There is nothing bad in smoke on ISG, it will give OKW more options on expensive unite, it's worth a try.

Too much smoke for the Germans is unrealistic, the Nazis were anti-smoking you know :romeoMug:

Bad joke aside...yes, definitely. It is a shame for a basic tool such as that to be missing.
3 Aug 2016, 00:13 AM
#52
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post2 Aug 2016, 21:01 PMVuther

Too much smoke for the Germans is unrealistic, the Nazis were anti-smoking you know :romeoMug:

Bad joke aside...yes, definitely. It is a shame for a basic tool such as that to be missing.


Make the Battlegroup HQ great again.
Hollow shells should return and smoke should be accessible as well.

3 Aug 2016, 00:42 AM
#53
avatar of Smiling Tiger

Posts: 207



Make the Battlegroup HQ great again.
Hollow shells should return and smoke should be accessible as well.



Smoke would be a great idea and maybe hollow shells as well but the reason I say maybe is because I can barley remember what they did, did they just do more damage to tanks or did thy also do more to structures because if thats the case I would definitely want them back and it would be amazing if the flak halftrack finally became useful again.
3 Aug 2016, 22:39 PM
#57
avatar of Mistah_S

Posts: 851 | Subs: 1

jump backJump back to quoted post2 Aug 2016, 08:49 AMRiCE
Kubel is not a hard counter... flanking is not a hard counter either...

Snipers, Indirect fire (like mortars, ZiS barrage), or smoke are the hard counters. Light vehicles for reasonable price (with teching) can function as a hard counter, especially if they deal proper damage like flamethrowers do.

OKW has NONE of these
. Honestly if someone doesnt see the problem here, must be fully biased. USF had smoke nades, yet they received a T0 turbo-mortar WITH SMOKE, despite the fact it single-handedly made the PackHowi totally redundant. Not to mention they have doctrinal solutions like mortarHT and clowncars.


+1 Well said
3 Aug 2016, 22:50 PM
#58
avatar of Stug life

Posts: 4474



Make the Battlegroup HQ great again.
Hollow shells should return and smoke should be accessible as well.


+1 hollow shell and smoke for isg and less set up time for flak-half-track
4 Aug 2016, 00:53 AM
#59
avatar of VindicareX
Patrion 14

Posts: 312

While it is balanced in a sense, it requires quite a bit of good micro and positioning on the OKW's part to overcome maxims. This disparity in amount of micro and effort put in is imbalanced game design.

Unless you wanna go the 2x LeIG route.
4 Aug 2016, 01:06 AM
#60
avatar of Kamzil118

Posts: 455

I usually don't argue for the OKW, but just give them smoke for the ISGs for the sake of giving them some breathing room.
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