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Thoughts on games with Mr Smith (for Mr Smith)

2 Nov 2017, 23:12 PM
#1
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Donator 11

Posts: 609

This is for Mr Smith a few thoughts from the mod games we played today.

I'm not a high level player and was quite poor particularly in game 2 (rails and metal) but unit engagements are unit engagements so..


Game 1

In the first I faced con spam with ppsh's on Elste outskirts. Overall the cons weren't too tough to fight - good old combined arms (mg mortar gren) sent them packing although in the very first gren/con engagement one of my gren models dropped immediately. Damage was done to me via the sniper (protected by cons) and then the T70 - a very shotblocky map made my pak unhelpful.

The only issue I could see was the At grenade/molotov combo rolled into one. The cons were able to pressure garrisons AND cripple my 222 trying to get the sniper. despite this investment the t70 came very shortly after my 222. It was good play against me helped by the map buit I felt reduced to trying to get a lucky mortar shot on the sniper or a teller on the t70. The numbers of cons meant that flanking the sniper with grens was also not helpful.


Game 2 - Rails and Metal

It was a while before you attacked me (properly) and when you did I was slow to reposition/retreat mg's etc but even so the mortar smoke gave me little chance - in my experience I normally find grenade smoke (vanilla game) comes a bit later and people very rarely use mortar smoke against me. It might just be you're more switched on than my usual opponents but I worry that increased mortar smoke range may negate the nerf of rifles losing smoke and possibly cripple ostheer early game. Even if I was playing better I'm not quite sure how I would have countered this well in early game besides being more aggressive with my mortar against yours
3 Nov 2017, 09:53 AM
#2
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3 Nov 2017, 10:31 AM
#3
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Donator 11

Posts: 609

jump backJump back to quoted post3 Nov 2017, 09:53 AMVipper
any replays?


I think any worthwhile insight is mentioned above - at least on my side of the map (2v2 games). They weren't very competitively balanced. All I was really able to do was gain a quick feel for how a couple of tweaked units (cons, maxims) performed compared to my previous expectations and the differences were subtle but good.

I do feel that the combined molly/at nade upgrade needs thought. It seems a no brainer QoL change but if cons have been boosted too the combination might make con improvements more than the sum of their parts and make con spam too powerful. It could be even just the cost that's an issue - I cant be sure if the T-70 was too early considering they had the upgrade as I didn't hard rush the 222 - I had invested a fair bit in tier 1 mg/grens mortar to hold back con wave but also expecting clown cars (which didnt come)


If I get to play some more mod games I will save and post the replays for what its worth but I'm not of a level to decently test overall game balance decisions on
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