Used to do this back in the day, haven't been using this build in a looooong time: 4x Ostruppen, MG42, T2, 2 paks, 2 PzGrens with shreks, T4 and brummbär
This was a trolly build but got your opponent by surprise thinking that he can come through the amount of AT you had with only infantry but that's what the Brumm is there for
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How does all of the thread made by Siuking go to a complete clusterfuck flaming wars?
Don't move the StuG, it's fine in T3, it coming in t2 would make every kind of light vehicle play impossible for allies and this is something we don't want, make the pak a t1 unit which you're able to build after taking a battle battle phase and move the sniper to T2
Start thinking about Su76 coming from t2? Would that be balanced? That would be almost the same thing as moving the Stug to T2 |
This completely depends on the situation, if your opponent(s) don't have a JT or Ele commander the ISU is very safe but taking it when your opponent does have one of those commanders is risky if you allow them to know you're going for that commander, because of this I prefer you to have another commander with shock troops to hopefully juke your opponent to believing that you've taken the other commander eg shock rifle frontline tactics
But overall as a good ol' fashioned con spammer that I am I prefer the Advanced Warfare, having PPsH cons go up the front with Su-85s to provide direct at and T34/85s to flank the opponents tanks is almost unstoppable
The main difference between these commanders is that Advanced Warfare is very mobile and allows for flanking and other cheeky movement and the Shock motor is more stationary, sitting behind the ISU, allowing it to wipe squads and hit vehicles and wait for a good opening to attack
These two are very different from each other and the only thing that these commander have in common are assault troops, pretty hard to compare because of the high amount of differences, but..
TL;DR: Shock motor if you need something to break the line and want to be campy, Advanced Warfare if you want a mobile army |
The old okw was a lot better in many ways imo, the new okw is even more spammy and doesn't have the same feel to it
With the old okw you made a high value unit that was powerful and used it to turn the tide of the game, if you lost it you were in trouble but now you can just make a new one without it really affecting you too much
Great examples are JT and KT, they costed a shit ton but were able to turn the tide completely, once vetted they were beasts and if you lost them you were in trouble since it would take another 10-15 minutes to save for a new one
The new OKW is noob friendly but the old one benefited conserving units and smart resource usage, you were not able to re make all of your troops/upgrades because of the resource penalty which was great
The new okw is easier to balance but the old okw was overall better |
Back in the day when it was able to shoot through obstacles without the ability it was complete bs, but right now it's not op at all
I never even use the ability to shoot through obstacles because it's completely broken, sometimes it refuses to fire through houses and once in a while it completely refuses to fire at anything, even without anything in the way |
The damage should be dropped to something like 280 or 300 so it wouldn't two shot basic medium tanks, this wouldn't really make them more or less effective against heavies but would give a greater chance of your mediums to survive against those units
Lowering the damage to 200 as some people said would be too low, it would take four shots to kill a basic medium tank and that means that a basic at gun will do the same job just as well
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I agree on the base defenses, it's stupid that you can't chase anything in their base, unless you have a IS2
*Online against randoms.
Unless you mean that Shreck blobs are so fundamental to axis playstyle that it needs to remain the same, or that the LeIG guns range and accuracy is fine just the way it is, so on and so forth then I fail to see how you can't agree with my points.
Believe it or not I didn't just cherry pick features that would benefit my faction but opted for the ones that are completely broken within the games design and even relics own 'goal'. How do I know this? I'm a games designer
OKW having no need to build dedicated AT platforms or AA with the ability to destroy tanks and aircraft is complete and utterly broken. That, you don't need to play as Axis to see.
Edit: For example, what is wrong with my observation of stun grenades killing as well as stunning units? Even the description states it just stuns (iirc)...
"Nope"
Being a game designer doesn't mean that you instantly know these changes are good, maybe make a mod and test it out since you got the skills I recon
But for the real part, you're not seeing both sides of this thing, you're seeing everything from the allied point of view, these things are completely different from the axis point of view, I can just go on saying that "Maxims are op because they stop inf, they should be nerfed to the ground because I can't blob" because I don't realize that they're a must for the faction currently
Go and play around 100 games as both ostheer and okw proof that these changes are needed |
The matchmaking has been like this for ever, on one level it's good that it expands the search so you can get a match instead of waiting another 10 minutes to get a balanced match, this might be frustrating for a while, especially while playing the placement matches
It becomes frustrating at 2v2 and up since the matchmaking doesn't really think twice about it and throws you with a level 27 ranked 7k mate against a top 100 team, this have happened to me a few times |
Su85 and Katyusha are fine, Axis counterparts are a little stronger so no need for changes there, we don't want to power creep, well microed Su85 with some vet is going to change the game, same goes for all of the other tank destroyers
Think if Lelic buffed Pumas anti inf to AECs level because the puma isn't that good? That wouldn't be good, if a unit is too strong, don't buff the counterparts, just nerf the units that are overpreforming, simple |
"Katys are fine if supported by su76/85s and ISU152"
By that time you roll out enough Katys and SUs, I have had enough fuel and manpower to win the game.
SU85s are another example of "hey, opponent SOV went 85s, I get even closer to victory."
Here I can only think that you're a 10k 4v4 hero
But in 1v1 katyusha might be a high risk investment IF you go for it before getting tanks out, but in 2v2 you can safely go for a Katyusha first depending on the map and amount of mines you have on the flanks so there wont be tanks/inf coming around the flanks to destroy them
"SU85s are another example of "hey, opponent SOV went 85s, I get even closer to victory.""
This is just saying that you've never used the SU85 or ever seen anyone use them to a great effect, i've had games where double Su85s have destroyed KTs, Tigers, Panther etcetc and had Katyushas to deal with the infantry that tries to deal with the Su85s
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