Are hotkeys essential? I only really used T (retreat) and R (reinforce) otherwise I mostly point and click. I should say that I use my arrow keys to move the window around which frees up my mouse a bit, but I do find that against good players I can have problems getting a grenade off faster than them.
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I've had some problems with what appears to be wire laying abuse by OKW players. This is particularly painful when playing as USF as it can severely reduce your ability to flank.
Is it a glitch, or can OKW wire not be cut? I've upgraded my RE's a number of times with wire cutters but for some reason they can't cut the wire. I haven't used Ass. Engineers yet so perhaps they have the ability to cut OKW wire.
I've also noticed a couple of players abusing the 'glitch' of laying partial wire to deny an area to USF. The wire looks like it's only 1/8 built, but you can't pass through it and can't seem to destroy it. Obviously the OKW player can lay the partial wire very quickly.
I assume this is a glitch, but in my mind anyone who is blatantly using this is a border-line cheat. |
Completely agree.
Particularly on small maps this thing is a beast and very hard to counter if used properly.
I personally agree with the idea of the barrage having some scatter to it. Keep it in a straight line, but the further back you are the more scatter along that line. This way if the OKW want a precise attack they have to get in close which at least gives the other team a slightly better chance of attacking the bloody thing.
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I've been using a similar strat to what Corp Shephard mentioned to fight OKW and have had some success.
Basically my build order is T1, engineers, cons, scout car (put the engineers in the scout car and try to micro the bastard so he doesn't get killed).
Depending on what my opponent is doing I'll either get double sniper or another scout car, or if I see he's building up critical mass and blobbing (lots of blobbing going on these days) I'll go for T2 and get out a maxim or two followed by a Zi's.
I'm basically not building T3 or T4 if I can help it and using call ins (Guard Motor is best). If I do build one of those, it's normally T3.
Getting loads of kills with 120 mortar as well. Sometimes I'll get two if I feel like I'm ahead and it's a small map where I can easily reach his medic truck.
A lot of this relies on not making mistakes early and not losing expensive units like Sniper etc so keep an eye on your flanks and don't over commit your troops. I find that you have to adapt your fighting to more of a creeping forward approach to the usual fast paced flanks against Wehr. That's what's worked for me, but others will no doubt have a different opinion.
Cons spam just doesn't seem viable as the drop like flies and don't do well at all late game. Maxim spam can work too (depending on the map) but I try to avoid Maxim spam on principle. And if they have any units that can deploy in buildings Maxim spam gets owned quick.
Don't forget to place mines at every opportunity.
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Whoops. Wrong button.
Have to agree with SSHeini. As someone who mostly plays soviet the strat he's mentioned can be a pain in the proverbial. Mortar HT's are really annoying and if well micro'd they can be very hard to kill until you hit T3.
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Sorry. Don't think Germans are OP at all. I've noticed that a well supported Half Track with 2 x grens (normally one with an LMG) and an MG is bloody hard to get past in the hands of someone who knows what they are doing. |
Anyone using this since the new patch?
As far as I can tell it's pretty much useless and I don't think I've seen anyone use this ability in a while.
My understanding is that it was actually ok sometime ago, and mostly used to attack mg and bunker positions by providing the unit with a cover bonus whilst another unit flanked. But now that we have heat-seeking mortars and the potential for massive damage from rifle grenades I can't see any real reason to use this ability.
Thoughts?
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