Going very heavy t1 as Ostheer has been meta for a very long time now. Ostheer has never been able to function without combined arms. But the large amount of effort you need to put into stopping your opponent is dumb when they can literally just call in counters to everything you have with little effort.
Nobody is saying Ostheer or OKW is literally unplayable, what people are saying is that not fixing medium call in's is dumb.
Looks like to me you just don't want to put in the effort to beat guard motor |
Yeah the decision to not include the changes were medium call in's were tied to teching is really odd considering they admitted call in's were a problem with heavies.
Also Lemon I think the issue people are having against Guard Motor and Rifle Company is the combination of abilities, not single ones by themselves.
MG's shut down guards, yes, but 120's shut down MG's. MG's shut down riflemen, but smoke and white phos shut down MG's. Icing on the cake is mark vehicle and non-exploding high AoE flamer rifles.
Then of course you have the added later punch of call in's, simply put: there is zero downside to going these commanders because there is no trade off, no disadvantage.
and you should stop thinking of just MGs. halftracks provide you the sustainability, while flamer pios and lmg grens provide the mobile firepower you need to plug any holes. multiple mgs spread out across the line will shut down pushes as long as you remember to reface every time you know where the enemy is coming from. combined arms who woulda thought |
If you guys are having issues with guards still just make like 2-3 mgs. It completely shuts down guards as long as your mg play is good. Use this suppression advantage to gain map control, pump out a p4 and cause havoc before 85s come. You would be surprised how well p4s can hold up against 85s. Sure they have less hp but they're still a threat to the 85s. |
another important aspect is the ambulance/halftrack so you have to retreat only when you absolutely need to. |
Good analysis, I think its still to early to tell how the meta will evolve this patch. I dont that no the maxim is that bad is it? I mean its suppose to suppress blobs better right?
i agree that its a too early to tell, but these are just some initial thoughts/ideas. the maxim still only suppresses one squad at a time, but it does benefit from the incremental accuracy. for those that dont know the incremental accuracy buff means that for every model in the MGs arc of fire, accuracy is increased by 15%. obviously mg42s/34s benefit the most from this because in general allied squads are bigger, but against volks and fusiliers itll make a huge difference. |
a rifle nade will never be able to wipe a full health 50cal squad thats in green cover unless you flank.
also, i think it might be better to go lt into cpt rather than lt into major rush. you absolutely need AT guns with this new patch imo.
edit: another option is to just use airborne company's paradrops. |
I guess i really have to veto off Kharkov now Lemon, I still have nightmares about our game playing as USA. Just can't break the double hmg half track strat for some reason. 4Head
Nice early impressions.
eleGIGGLE
yeah, rails/kharkov/crossing seem like nightmare maps atm. maybe once people start figuring out efficient ways to go about dealing with MGs itll be better. |
pak43 still gets destroyed by offmaps |
alright so this is just gonna be my initial impressions of the patch overall + possible meta changes with this patch for 2v2s. i played for a couple hours as axis and allies and it was pretty interesting to say the least. obviously this post will be focused around 2v2s since thats what i play mostly.
well the biggest change seems to be the suppression changes for all the machine guns. MGs seem to suppress in the first burst 90% of the time. well placed mg42s completely shuts down infantry heavy builds such as con spam, and in the case of the USF, every build since all they can do is make rifles. the damage output is very very very scary, and once you have multiple mgs able to cover each others flanks it becomes a nightmare to try and swarm ostheer positions with just sheer numbers. i find it to be very frustrating to play like i was playing in prepatch with just trying to attack multiple directions with cons/rifles/guards and it really wouldnt work because i would run into mgs and just want to kill myself.
for soviets i had a lot better success using snipers to help create openings by sniping mg crews so i can swarm in and exploit this temporary weakness. stealing mg42s was a huge help, since the smaller 4 man axis squads really suffer from the high damage output. despite being nerfed, i found 120s to still be pretty effective, but not blatantly disgusting and it was A LOT less frustrating playing AGAINST 120s as well. i think shocks will really make a comeback this patch, since it seems like breaking apart MG walls is what the meta is evolving into for the allies, and shocks excel at this with smoke, grenades, and mobile (albeit short range) firepower. guards seem to have a really hard time attacking mg walls because they get suppressed so quickly, and they need more time to kill things than shocks do at short range.
the meta feels like its turning into drawing battle lines with multiple mgs, and whoever can best create an opening with snipers/artillery/tanks and exploit that opening with infantry will win. a moving with infantry doesnt seem to work as i mentioned before just because they get instnatly suppressed. i played around with stuff like the LEFH and i think it has some serious potential in becoming relevant because it can break apart defensive MG/AT gun walls. the katyusha will be as good as ever, and the new creeping barrage seems like a very powerful replacement to the precision strike. in addition now since like every soviet unit has flares, i think flares + offmaps will be the best way to clear out mg42/pak walls. OKW will have the stuka as always, and falls/jli will as always be a powerful call in unit. the IRHT change is interesting, but i find it very limiting since it takes such a long time for it to sweep across and only gives you fairly limited info, but in theory it helps you find holes in the enemey lines.
in addition waiting for call ins as soviets atleast seems to be complete suicide as a well timed p4 will actually just buttfugg you so hard, but the heavy tanks will, as always, be powerful units but i think the new buffed tank destroyers will be able to handle them if en masse.
to pretty much sum it up, i find that 2v2s are turning into well defined battlelines maintained by MGs/ATguns + halftracks/ambulances and whichever side can best use mortars/tanks/snipers/artillery to kill the instasuppress MGs and then exploit that hole with infantry will win, instead of the blind infantry spam that he game used to be. who knows what the game will be like in the coming days, i maybe completely wrong. sorry for the wall of text EleGiggle |
all firearms do a tiny bit of suppression. |