After reading this Thread I am fairly happy that there are still people at relic who need to approve the changes all allied fanbois want to implement in this game.
Yeah. Thinking the same.
Posts: 2458 | Subs: 1
After reading this Thread I am fairly happy that there are still people at relic who need to approve the changes all allied fanbois want to implement in this game.
Posts: 2243
Posts: 20
Banned
And you CAN predict where troops go, because there are only certain areas they can go depending on the situation and map, and the flare that lasts 10 seconds gives you all the information you need to get a good shot off. And you can just drive the stuka all the way back to base, although this problem exists for calliope as well. IMO all mobile arty pieces should be 1-2 shots.
Obvious counters that render double-stukas near useless? Don´t blob. Don´t spam support weapons.Stukas cant do anything against mobile infantry and tanks. 200 Fuel spend on in-effective arty isn´t going to win you anything.
Recon flares can easily be countered by moving your units once you see it.
I don´t see how double-stukas is some kind of uncounterable strat...And all the other things are just normal OKW builds.
Posts: 712
Posts: 471 | Subs: 1
Posts: 20
BannedPosts: 68
That's a map issue then, not OKW only.
Posts: 3032 | Subs: 3
Since you posted this in the gameplay section, I doubt you did this to gather advice; else you should have posted this in the state office.
From my part, all I can say is that the following inconsistencies/bugs make the situation vs OKW even more desperate than what it needs to be:
- Infiltration nades costing 15 MU; on the most spammable unit. That allows you to stockpile munitions to use for..
- 60MU uncounterable, warning-free, Artillery flare. This is in the same game where EFA has to pay 80MU for AA-fodder plane
- USF/Soviet AT weapons suffering from a -40% movement penalty when crossing craters (which is what the Stukas will spawn)
- Walking stuka not suffering from the usual scatter when firing into the fog of war, unlike every other artillery piece in the game (yeah it still suffers a +25% modifier. However +25% of 0 is still 0)
- Walking stuka being pinpoint accurate regardless of range, unlike other artillery pieces (this makes those 320HP even more annoying since it can fire from max range).
- ISGs being able to use the barrage bug to double-tap
- ISG barrage bulletins making it possible for ISGs to barrage at insane-ranges non-stop
- ISG max scatter capping far too early. This means you don't get the usual quadratic penalties other indirect fire pieces get when firing further; you only get linear penalties
- Vet5 for the lulz
Finally, above all is the relative micro requirements to use any of the above abilities compared to the micro requirements counterparts the opponent has to constantly invest to dodge those units/abilities.
After reading this Thread I am fairly happy that there are still people at relic who need to approve the changes all allied fanbois want to implement in this game.
pressure him early with light vechiles if he goes double stuka and med truck then he has no real way to deal with them other then rektens which are slow and imobile you should easily have most of the map. From there get weapons upgrades on inf and don't build support weapons or few of them. bar riflemen and bren tommies own volks and light vechiles force him to play tight and lose map giving you more fuel to spam tanks and overwhelm him later or simply contain him. On lots of maps shouldn't be hard to get 2vps with the occasional triple cap. (I know it doesn't show but used to be #1 2v2 at with allies and axis at one point)
Posts: 424 | Subs: 2
Posts: 3032 | Subs: 3
May I ask what allied faction do you prefer to play in 2s? As USF, Soviets, and Brits all have their own ways to counter with their own difficulties as well.
Posts: 8154 | Subs: 2
Posts: 808
Posts: 25
Thank you for your detailed reply. At least Im not the only one who thinks like that
You are a mediocre 1v1 player, what do you want in this 2v2 thread?
Thanks for your advice and yes this would work pretty well I think IF 2v2 was being played like 1v1 + 1v1, but unfortunately this is kinda nullified once both OKW opponents play together, and focus ~50% of the map including a fuel depot
Posts: 392
Posts: 392
Actually I played most of my games on 2v2 AT;so maybe you shouldl2ptry and use Dhsks or other MGs to counter the evil, evil volx Spam
Posts: 392
stuka is one of the last tools which OKW have against blobbers and support weopans spamers....and this spamers players growned up since volks was nerfed...
comon...since brits released which shredd german infantery in sec ...thanks to double brens / mgs on them...since comets are on of the best tanks in game...since fireflys shredd german heay tanks in secounds...noone should say allies are weak.
they need much less skill, less micor, are more spammer friendly
Posts: 8154 | Subs: 2
wow people are over-hyping OKW so much lool.
791 | |||||
16 | |||||
2 |