Yes, but it costs 80 Fuel to do that....and thats considering you have no bars....no zooks...nades...
and THEN you need the manpower....its insane
welcome to soviets and Ostheer lives |
yeah this topic is not for discussion, this is for making relic do something about it.
your credibility:
AAAAAAAAAAAAAAAAAAAAAAAAANNNNNNNNNNNNNNNNNNNNNNNDDDDDDDDDDDDDDD its gone |
That is the problem....
I should not have to make such a game breaking decision at that point in the match. AT gun needs to be T2 like every other fucking faction (its t1 for okw)
I usually when I hold both fuels.....go straight into major. I push them back into their little corner....they just sit back and wait...
I run try and micro to run over units...but it only seems to work against okw? Grens with shrecks are sometimes really hard even with HE rounds and cant run over them?
Its just stupid...playing USA forces you to make wayyyy more decisions than the axis faction
technically you can access the AT gun at the same time as any other faction, it comes down to whether or not you invest into captain first or not.
It is true that OKW players after 12 minutes have a vastly easier time, but that is not true for Ostheer. Really right now it comes down to Ostheer is struggling, OKW is the most powerful, and USF is the most gimmicky.
We have been waiting for Relic to notice this for some time |
Which is stupid, because the factions are more or less equal in the early game now. While the OP is being a bit rage-y, there might be a slight hint of truth in his observations.
Well really it is that people finally figured out early game against USF while developers viewed OKW as underpowered. The combination of player skill increasing and buffs recently has really shown everyone how it is USF that is struggling as a design (something myself and many others guessed at release).
USF still has a rather large early game advantage, however as player skill gets higher that advantage time linearly goes down, to the point where it is really only a few minutes where USF has actual advantage and the next few that are for average players still US favored, is really how skilled the allies player is at playing their hand.
This is very clearly (almost obviously) evident in 4v4s and which is also why it is unusual to see more than one US player in a game (their advantages quickly die off as more players are added) |
well you are already doing it wrong. Go watch streams, USA has to always be hyper aggressive otherwise your opponents with better late game will quickly surpass you. Pack howi is way better than a regular mortar, and its cost is representative. The only real problem with the pack howi is the Teir it is in, the stuart is under preforming and the while the little AT guns is cheap, neither help you directly deal with infantry.
So you must choose like Soviets and play out your game with your strengths and weaknesses made up for by the decisions you make.
T1 is great for early game and getting you a lead, however you quickly need the captain tech or the Major in order to keep pace and aggression because in the mid game after your early game advantage starts to taper you need something to once again to keep the momentum going. Captain is a safer mid game bet with some nice utility in it, however unless your anti infantry needs are met elsewhere (either in call in or by also having lieutenant) you will also stagnate in the mid game. Also captain tech is less mobile, so in order to maintain inertia you have to keep the line constantly moving up and you ambulance near by.
If you are really good and ballsy you can go lieutenant right into major, with the draw back being early light armor is much harder to deal with unless you invest into bazookas (even then its rough because zooks are terrible).
The most conferrable thing you can do is do both lieutenant and Major, but know your tanks will be farther behind so you really have to make sure you use all your advantages well and set the axis player severely behind. |
Title #Promeo
Summary Blob your way to victory like the pros! Amass infantry in a giant roving unstoppable blob of doom. Your enemies will cower in fear! Once your captain hits vet 1, make sure to spam On Me! as frequently as possible for maximum blob power. Break suppression and laugh in the face of machine guns. Use smoke to close the distance and overwhelm all that stands in your way.
Game Modes Applicable 1v1+
Doctrines Selected Rifle Company for better riflemen, or Airborne for paratroopers instead
Build Order Rifle Rifle Rifle Rifle Ambulance Captain Rifle Grenades Rifle BARs Rifle Bazookas Rifle Rifle Rifle Rifle Rifle Rifle Rifle Rifle...
Notes Beware the stuka!
Title: Defenses? The Fatherland only needs to attack!
Summary:
Who says allies have to have the advantage of early game? break the allies backs before they have time to overwhelm you in the mid game! Use armored cars and light vehicles to kill off and chase down that hoard of rifle men or snipers. when the infidels have no more units its time to invade the base!
Game modes: 2v2 +
doctrines required: at least one OKW player and one Ostheer. Docterines are Mobile defense and mechanized. OKW player can do whatever they want.
Build order:
Early game OKW player needs kubels and sturm pios to keep the vehicles on the front. Mech HQ as soon as possible.
Ostheer player(s) need to start off the game with early units that dont require munitions to function well (snipers, mgs, mortars, a gren or so) and get T2 as soon as possible. From here its armored car, armored car, armored car, armored car! fuel cache is good to sprinkle in. Call in fallow up vehicle as soon as you have the CPs (StugE or Puma). OKW player should get a stuka to help break early defenses.
Replay: in progress
Notes:
the idea is to use the kubels, mg42s, sturm pios, and snipers to delay your opponents until your Ostheer team mate can surprise the enemy with 2-3 armored cars at once. The combinations of hitting with all this light armor at once will allow you to utterly smash a flank with little loss. Sturm pios will keep them on the front so you can continue to apply pressure and chase down retreating units. The Stuka is to remove the desperate AT attempts of your opponents. The StugE or puma will allow you to actually invade you opponents base and unlock them by killing off a base mg or so. Then you can simply attack and sit in your opponents base ending the game early.
In larger game modes this cheese works even better, as you add Ostheer players you add more scout cars to the initial surprise attack allowing you to squad wipe with even more reliability
Early mine sweepers are also needed (unless your opponents have no soviet players of which they are screwed) |
Hey guys, Just to start this out I am not a modder or a map designer, but I do have ideas for a new game mode:
So the idea is a large map broken into 3-5 sections, with an attacker defender situation at each point. Each section is like its own Theater of War mission .The attacker given either an amount of time or resources to achieve the objective, each area progressively adds more advantage and unlocks more units. Upon completion of the objective, the map extends where the attacker defender situation resumes. The amount of players should depend on the map size.
This game should function as an RTS version of Battle Field Bad Company's gold rush
Hope this spurs some attention! Maybe some day this will be an automatch game mode
Also on a side note, I hope at some point the "custom" maps start making it into the auto match pool. As cool as it is to have a lobby for custom games, I was hoping Relic would use it to look at new maps and introduce them into competitive play so we get new maps more often and with less resources needed by Relic. |
Problem is it has similar cost to the Kat and deals half the damage of the kat. (Kat fires twice as many rockets)
what you are forgetting is the werfer does only one volley in its target area. The Kat fires multiple bursts allowing the axis player to get out before sustaining too much damage. I would take a werfer any day over the Kat if it were not for the Kat's vet ability.
On a side note, the werfer adds aa with its mg |
Recon Flight.
Cool. If you see the plane in the sky start moving your tank around. Problem solved |
I've had a quick discussion with Romeo and we've come to a few ideas that might be considered okay as far as treating Panzershrek blobs.
As it stands a lot of people are complaining about Volksgrenadier Panzershrek blobs and Obersoldaten support.
I think part of the problem may be included in a lack of munitions sinks for the OKW, aside from Grenades, MG Upgrades, and artillery strikes, there isn't much else to sink munitions into.
I think a good change to implement onto Volksgrenadiers specifically may be to include an automatic weapons combat package.
In history, Volksgrenadier was just a move to economize personnel into regiments of 6-line infantry instead of the standard 9-line infantry. This was already very real for a lot of divisions.
To compensate, volksgrenadiers were given a higher volume of automatic weapons, LMG's, SMG's, and of course the new "wonder weapon" the STG-44.
So the idea, would be to give the OKW Volksgrenadiers a automatic weapons combat package that includes 1x LMG-34/42, 1x STG-44, and 2x MP-40's. Completely removing the KAR-98k from their inventory, locking out panzershreks, and giving them coats for cold immunity.
Perhaps this combat package can also give them a couple grenade options, although I'm just slinging ideas.
This would allow Volksgrenadiers to be less reliant on Obersoldaten and Sturmpioneers, while also providing an excellent and viable munitions sink aside from more panzershreks.
lol pls no, we dont need one of the best scaling units in the game to also be able to kill all infantry with automatic weapons. Hell, you could make it cost 200 munitions and it would still be bought because now that volks unit can kill any other unit in the game besides maybe double lmg upgraded paras |