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russian armor

JT/elefant (heavy TDs)

15 Aug 2017, 21:27 PM
#61
avatar of some one

Posts: 935



So that is you in video?


This video on the main page. Idk who did it. it gives some cue
15 Aug 2017, 21:29 PM
#62
avatar of some one

Posts: 935

Arguments without replays aren't valid. Until a replay is provided, then the replay isn't valid.

good luck commander
16 Aug 2017, 00:52 AM
#63
avatar of RedT3rror

Posts: 747 | Subs: 2


So here is the youtube video from main page that shows NO TD should be used to kill Heaveiest TD.

Alsow shows that any type of skill planes good.

As you can see on the video what I wrote for USF is true. BLocking with mediums and kill it with P47s works exactly the same. THe major advatage of USF is SCOTT that can depoy smoke for FREE without any flare INCREDIBLY FAST and INCREDILBY FAR like no other unit in the game. SO you may hide you approach with very little or just no reaction time for enemy.

Your text..


This video can in no way taken be serious in balance issues. You have a guy with rank 8 in 4v4 soviets fighting an OKW player who is in the 800s in one case. I doubt the other scenes are significantly different. Speaking of scenes, this video is literally a "best of" - not showing any failures. Every axis tank is also badly microed, left without support and ususally doesn't even show any signs of keeping his distance to the rushing T-34.

Please don't make videos which are solely entertainment into some kind of proof for your argument.
16 Aug 2017, 10:05 AM
#64
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned


At least there's no Heavy TD in that doctrine. Command Panther though is still a powerful unit, especially supporting an elefant or another OKW's JT. But I certainly won't disagree that cheap and anywhere sight is extremely powerful. (Hey British recon!)


British recon are plane taht can be down, okw flare cannot be down, you even cannot see in what part in can be drop. Make british recon for amo and problem fixed. Remove OKW flare, add recon plane or make that flare can use only com panther like soviet sniper or mortar (hope with same bugs :) ).
16 Aug 2017, 10:15 AM
#65
avatar of some one

Posts: 935



Every axis tank is also badly microed, left without support

to prevent this

use this

BLocking with mediums and kill it with P47s works exactly the same. THe major advatage of USF is SCOTT that can depoy smoke for FREE without any flare INCREDIBLY FAST and INCREDILBY FAR like no other unit in the game. SO you may hide you approach with very little or just no reaction time for enemy.
16 Aug 2017, 12:02 PM
#66
avatar of The amazing Chandler

Posts: 1355

I believe this video can give you some idea how to do this :)

16 Aug 2017, 14:10 PM
#67
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
16 Aug 2017, 14:17 PM
#68
avatar of Puppetmaster
Patrion 310

Posts: 871

I believe this video can give you some idea how to do this :)



We already had that posted and is a poor example because that basically wouldn't happen against skilled opponents.
22 Aug 2017, 05:18 AM
#69
avatar of buttcheeksontoast

Posts: 59



Allies
- the ML-20 gets countered by LefH and numerous offmaps, hence worthless
- Priest is decent in taking on OKW buildings and yes, it can occasionally scare away JTs and Elefants. You will just barely scratch them.
- the B-4 and Sexton don't even deserve to be mentioned

The general problem of the Infantry+Artillery combo is: It works until the axis bring the counter. The counter will usually be something like:
->KT+JP4+Stuka
->JT+P4+Stuka
->Ele+Brummbär+Panzerwerfer+Offmap
->Ele+P4/Ostwind+Offmap
-> so in general: strong AI tank + strong AT tank + strong Artillery unit/offmap, supported by sporadic infantry

Speaking about lower entity squads: ... tell that the USF/UKF players who go up against OKW with Pfusiliers and Volksgrens. Soviets are dead in the endgame anyways, unless they receive life support from USF or UKF.


I agree on Soviet howitzers. ML-20 never feels worth it in teamgames. Regardless of it's inaccuracy or vulnerability to offmaps, it's just too much of an investment and has too short of a window of time to function. You pay 600mp and hopefully kill more than 600mp worth before it is destroyed, and 600mp is such a huge hit to take.
The LeFH is more accurate and has shorter barrage cooldowns, which makes it great for taking down Sim Cities or general entrenched positions. And 400mp is significantly less hurt when the invetiable offmap comes to destroy it. And of course it wins howitzer duels with the ml-20 despite being cheaper and better in every relevant way.

The B-4 feels like a mistake of design. You're just rolling the dice on hopeful squadwipes, which isn't a great experience for you or your opponent. You will totally enjoy seeing the screen-shaking impact of a 203mm landing literally right next to an MG and taking off a smidgeon of health, and the few times the round does land right smack on top of a squad/OKW truck don't feel worth all those whiffed shots. The Direct Fire ability is an incredibly meme-tier ability. It's like Secure Mode on the KV series where the stars might align that one situation where you actually needed a KV-2 to cap a point, or an enemy heavy tank just kind of loitered around directly in front of your B-4 for long enough, but the majority of the time it might as well not even be there.

And both are countered incredibly easily.

- - - - - - - - - - - - - - - - - - - - - -

All the people linking that big game hunter video... That's like those casino commercials where they only show you some smoking hot chick rolling all 7's and not the wrinkled crack addict spending all her child support money on the slots and winning nothing. Hey look, you can come kill some JT's Elefants! They will always be largely unsupported and badly micro'd, I swear!
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