Heavens forbid we do some out-of-the-box thinking!
Seriously though, we will have to wait and see how it plays out.
On some maps broad maps Elite Armor might actually be a viable counter. The Sturmtiger can take a lot of hits and only needs like 4 seconds to destroy a howitzer.
It could play out a little like this: Use IR halfrack to determine enemy troop locations -> send in Sturmtiger and a minesweeper though a less guarded path, send support units behind it to cover the retreat -> go in with sturmtiger, wiper howitzer -> retreat back to your covering units.
Obviously this won't be an option on all maps are some are just too narrow, but it will work on some.
Right, I forgot about that. Now that sturmtiger is a lot more viable as a unit, it is also a great counter to static emplacements, while now having a role as a genuine at vehicle.
Also, johnnyb, just because you don't like a doctrine doesn't make it bad. Sure it has bugs, but the sturmtiger 45 range + radio intercept combo is going to be great, like it was in the alpha. Even if you never touch the pz commander, the sturmtiger is now a great unit with synergies in its own doctrine.
Achtachter, I've never personally had problems with the scatter on the barrage. By any chance was it an issue with an elevation? I've noticed elevation make a huge difference on major arty for example. |
So what is your suggestion? Sit in base and die?
Obviously it deosn't work all the time, but it's way better than spending 100 fuel on a stuka and trying to stuka it.
Best okw counter to on map Howie is Elite armor.
Its not a joke, the panzer commander's artillery costs 120 muni and one shots on map emplacements, it just takes a while to hit. (Not that the Howie can move) pz commander on pz4 can quickly peek into enemy base, drop arty, and run. Will definetly require sweeper support, and use of radio intercept.
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Well I don't consider panther OP so thats that.
I'm confused, who called the Panther OP?
All I and anyone else ever said was that stock Soviet units scale like crap, and would be aided vs. the much more powerful stock German armor if mark target became an increased pen ability, while reducing the amount of RNG in the game. |
but Soviets were designed as a callin faction
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You are all incorrect by the way. This is obviously Predator Tech. |
Because I hate their design, I hate their trash stock units, I hate their call in, I hate their cheese, I hate Katyusha, I hate ISU, I hate B4, I hate commies, I hate Stalin, I hate Mao and his bullshit, I hate China, and I hate Katitof.
Thats just it, if you hate all those things, then you have a lot in common with most Soviet players. Stock Soviets needs a buff so that callins can become weaker without destroying the faction. The next player that says "but Soviets were designed as a callin faction" will get a punch to the throat. |
So it is heavy? You pay 55 less fuel in comparison to what? Teching included?
Both in game and IRL panthers is specified as medium tank.
With this "bottom line of heavy tank" you can even put t3485 as heavy tank too...
Errm, the Panther has 320 front armor, plus an additional 20% at vet 2. The Tiger for comparison has 300, and the T34/85 has 160. The Panther is definitely a heavy, since a heavy is a tank that can take a large amount of punishment (IE. KV-1).
You pay 55 less fuel per tank, because thats the price of the tank, just like how the E8 is 35 more fu than a stock Sherman.
Either way, regardless if whether the Panther is "technically" a heavy, the reason mark target would be much better as a pen increase, would be because it increases the damage output of soviet stock TDs and mediums vs. stock Ostheer heavy armor, while not greatly increasing the damage dealt by already powerful callins. This would allow Soviet core units to scale more, which is their biggest weakness, and the biggest cause of the callin meta. Straight damage increases do nothing more than make the disparity between low damage units and high damage units even higher (see B4 + old FMR). |
What to do with extra MP without fuel?
It starts at aprox 4CP mark. When I have 5 cons 2 engies and 2 mortars, T2 building and 1 fuel point. I start to build t4 or t3 and have 300-500 MP
(I cant get T1 at that point cuz its 50 fuel, and i need a tank soon)
And it snowballs to constantly having 1000-1500 MP. Even If I get fuel unexpensive/MP expensive units such as rocket truck (360\75). in last game I got 3 of them.
And sure I play only 1v1.
I m thinking of 2 things
1. get another couple of mortars. So it will be 4 of them.
2. or get a fuel cache
Another remaining option with t2 is ZIS but I dont need it at 4-5CP time mark.
PS On maps where I start with T1 its a lesser problem cuz T1 units (ie double snipers) are MP expensive.
If you find yourself floating lots of mp, I find investing in a cache to be the best use for it. The cache will let you get callins and stock armor out faster, and you shouldn't be worried about enemy armor enough to get a ZIs if you are about to get an Su76 or t34/76.
Its all up to personal preference. I prefer caches when I have breathing space, while spending it on more elite infantry or support weapons to solidify your lead is also a viable option. |
Mechanized is my go to counter okw. It allows me to get my M20 and AAHT out to counter okw early pushes, then recycle the vehicles to get the mp and fu for my Sherman. With good micro, I can even get a vetted sherman out of the gate (vehicle crew trading).
The wc51 is shit on most maps, best used on large maps like Vaux farmlands. The mech arty will consistently brinG okw buildings to 80% hp. |
I understand why it works that way, but we can agree to disagree on the 'supposed to' part
Can no longer generate critical to units over 75% HP for Medium and Heavy Vehicles
^Relic
If that meant that units above 75% HP couldn't be critted period, then M20s and M3a1s couldn't be critted on the first snare either, and that is a plain terrible idea. The crit check was applied to all vehicles, not just medium and heavies. |