Oh man truck crushing was hilarious
I remember a gif with shocks being crushed by an OKW command truck, but I can't seem to find it now :/
It was a simpler time.
That's not sped up by the way, they really were that fast, and with a fuckton of armor. Of course people cried on the forums that it was completely fair, pls no nerf my free truck.
The month before they dropped the giant shit of WFA on the game was the most balanced the game has ever been. They finally fixed all the March deployment problems and the Ostheer versus Soviets meta was varied and fair. Even t1 builds were practical.
The game is better now, no denying it, all the changes to teching and pacing have improved the game. Balance was still best between 2 armies created opposing each other though.
Well, they fixed veterancy finally, and they buffed the 222 and aec.
That's pretty much it.
They wanted to wait for ESL to finish before making big changes. Big patch will come later this month.
So first off, your teamate played terribly. By 15 minutes into the game he had lost 4 infantry sections, 2 vickers, an AT-gun, and the call-in halftrack. Your opponents had lost no squads at that point, and so it's pretty much gg right there. Your teammate needed to focus on taking his fuel instead of throwing squads at the middle. I will try to focus more on what you did, but know that your teammate didn't help at all.
Your team completely skipped light vehicles. That is one of the big advantages allies have, and neither of you got them. This is why the flamehalftrack rekt your shit, you had nothing that could chase it and finish it off. That flamehalftrack pushed both of you completely off the field and made sure there was no way you could comeback. You held the fuel, but the enemy kept it cutoff for the entirety of 15-25 minutes, while keeping their own. They didn't even need to defend their fuel because your teammate never pushed off the 1 mg they had covering that half the map. So yea, focus on more than one part of the map. As allies, and especially as Soviets, you need to have an overwhelming presence to get around their mgs. Be all over the map. When Ostheer is backed into a corner is when all their different combined arms come together to create a wall of death.
Late game went a little better because your opponent decided to suicide all his vehicles into your base like a moron everytime you got a Katyusha. But you had no fuel to make a comeback, and they were pulling in double your fuel income. Their losses were replaceable, yours weren't. Late game you should have been splitting up instead of focusing on that base they built with bunkers. Once the elephant came out there was no chance for you to comeback without a divine intervention from God.
Will mention your infantry play here, you need to pick your fights better. Instead of retreating you spent a lot of effort to throw molotovs before retreating, don't do this. Molotovs are good for denying cover, denying buildings, and making support weapons move. Not for killing things. Only the worst players actually lose squads to molotovs, and the guys you were playing were okay. Molotovs are only useful if you have something to follow them up with. They are great for making that mg move or squads leave the house, then your other infantry can rush in and deal with them while they are out of position. These molotovs you were throwing did nothing, they just move the squad and go on doing whatever. All it was doing was costing you munitions and putting your squads in danger.
You also didn't blob too bad, which is good, but you need to spread out even more. Bum rushing an MG42 with 3 squads spaced out frontally is ok, but it's much better if you can be coming from multiple directions. Less chance of failure.
Things to take away from this:
- Your Teammate played bad enough to cost you the game even if you were much better
- Your conscript use was decent, but could be better
- Don't waste molotovs for petty damage they could just heal with a medic
- Get light vehicles
- hold your cutoff and focus on more than one point
- GET LIGHT VEHICLES
I wish the animation was a little more obvious since its not always easy to see one Gren crouching in the middle of a pitched fight, but the rifle grenade's hard stats are fine.
Dunno, seems pretty obvious to me. Compare it to the Riflemen Riflenade where it's a guy aiming slightly higher than normal and ridiculously hard to see. .
Don't go t1. Seriously, everyone knows it's bad in 1v1. Until the soviet patch comes out don't bother with it unless you want to dual tech and get out a zis. Guards can also help if you go t1, but don't count on it. If you don't want zis go conspam and get at nades, wait for that sweet sweet t-70.
Practice more. It is really obvious when they will riflenade you, pretty much whenever you are in a group be prepared to dodge it. Look for the guy kneeling and move, you have the same time as with other nades. If you are playing as USF get up and hug those grenadiers, the minimum range is a bitch on riflenades. If you are fighting at long range you know it is coming, and 30 munis is expensive for Ostheer. Every 2 nades is one less mg to deal with, a win for you.
If you forward build your headquarters buildings as close to the edge of your base as possible, and then build the LeFh right outside of the base, you can reinforce it. The UKF base arty is strong enough to kill the units manning the gun, but they will never destroy it in one barrage. They are really innacurte at that range. Reinforce and repair the gun between barrages. It will cost you a bit, but it is still great for barraging them and will make sure they keep using their base howitzers and not building anything.