rocket arty available earlier
Posts: 600
Whats your average opponents build order?
Next time you lose against okw, look at the buil order and try it yourself as Okw.
You should be able to figure the strenghts and weaknesses the build comes with
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Posts: 44
You could get cheesy wipes and win cheesy matches in 7minutes by doing that and that is not right.
Posts: 607
I still dont understand how rocket arty can be too powerful in 1v1. If someone doesn't blob arty units wont do much against single infantry units and light vehicles except maybe stuka.
It wouldn't just be in 1v1 tho, it'd be in every game mode.
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Posts: 563
tell me why it such a bad idea
Because lategame would escalate into artillery spam even faster, which is not fun
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The game devolves into an arty fest because it's one of the only remaining ways to ACTUALLY punish blobs, not just delay them and not all factions can even delay them with mgs. Same reason the sturmtiger used to be so good, same with the demo same with the brumm. As long as patches make it harder and harder to bleed the enemy in any meaningful way something that does will take the spot light. Luckily for blobbers everywhere we're almost out of tools to do that.
And why all of these things are getting nerfs?
Because there is some unspoken rule and conviction that if it has legs, it should never die.
Much more expensive vehicles? Who cares, let them be killed in seconds, but 240-280 mp infantry? No, nothing should be able to wipe them and they should always live through whole game because reasons.
Everything that is even remote threat to blobs is being nerfed into oblivion, yeah, if its good vs blob, its also good vs single squad, but in that case, maybe that other player should bring more of combined arms with some mechanized units instead of infantry megablob and they cry that expensive flamethrower tank or big boom gun killed that blob.
Posts: 600
And fuck off with artillery, it ruins the game.
"Because there is some unspoken rule and conviction that if it has legs, it should never die.
Much more expensive vehicles? Who cares, let them be killed in seconds, but 240-280 mp infantry? No, nothing should be able to wipe them and they should always live through whole game because reasons."
dont know what this nonsense is supposed to mean but i know who wrote it so it has probably no meaning behind it to begin with
Posts: 5279
I said it 5 times already, i say it again: Give units a debuff when being blobbed.
And fuck off with artillery, it ruins the game.
"Because there is some unspoken rule and conviction that if it has legs, it should never die.
Much more expensive vehicles? Who cares, let them be killed in seconds, but 240-280 mp infantry? No, nothing should be able to wipe them and they should always live through whole game because reasons."
dont know what this nonsense is supposed to mean but i know who wrote it so it has probably no meaning behind it to begin with
Arty is valid, too much is obviously bad but back when it really impacted map control it was better balanced I think. Now it delays armour but doesn't impact the infantry play nearly as much. Arty should be a thing, but over use should be punished. If even consider hardcapping them tbh.
As for katitof's comment he's talking about how using a 90mu demo to kill a squad was game breaking and awful to the point that the demo has been removed from the game, but the 50mu teller still exists and is able to outright kill light armour. Both had the same counter, but one was cheaper and higher impact. It's true you couldn't keep a sweeper with every infantry squad to protect against demos but you also couldn't really spam demos due to their price. They were Soviets best blob counter and now they are useless. Yet teller remains.
Posts: 600
Neither do i see it getting spammed. Do you know what mine i see a lot? the tm 35 mine. i myself had games where i had about 700 ammo as soviet and started planting mines because i didnt know what else to do. i played axis alot lately and and a ammow overflow is sth you dont come by easy. sure, you can plant 1 or 2 tellers, but you cannot cover the map like other low ammo cost mines can. for almost twice the ammo cost i think it deserves some punch. its not rare that a teller survives the game without even being triggered.
and they didnt remove the demo, its still an effective razing tool
Posts: 5279
I have never in all my games ive played seen a teller mine wipe a squad.
Neither do i see it getting spammed. Do you know what mine i see a lot? the tm 35 mine. i myself had games where i had about 700 ammo as soviet and started planting mines because i didnt know what else to do. i played axis alot lately and and a ammow overflow is sth you dont come by easy. sure, you can plant 1 or 2 tellers, but you cannot cover the map like other low ammo cost mines can. for almost twice the ammo cost i think it deserves some punch. its not rare that a teller survives the game without even being triggered.
and they didnt remove the demo, its still an effective razing tool
Teller won't wipe a squad, it wipes light armour. Insta kill, gonzo. The tm-35 kills 2 models at most.
And the demo is a cost in effecient razing tool. Satchel is far quicker, cheaper,and on a squad you actually want. If the demo was actually removed vs nerfed into useless mess there would be zero impact in gameplay or balance. If it didn't exist nothing would change.... At all.
Posts: 600
The satchel everyone sees coming, the demo can be hidden.
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