playing a 2v2 against UKF and Soviet as OKW will give me night terrors. |
I have pretty much the exact same thoughts as I did in the alpha (since not a whole lot seems to have changed since three months ago). Their late game is pretty good, but their early and even mid game is shit tier. They're basically like the Americans, except without mobility, good harrassment options, or cheap units. Their HMG is is decent, but its cost really compounds with the cost of everything else. They have no light, mobile artillery. They have no smoke to avoid MGs outside of a fragile emplacement, which, by the way, Relic removed the light and white phosphorous shells. WTF? Their first and second tier buildings feel extremely limited. It feels like there's this giant whole in their tech. Taking the map is basically impossible. You have to just pick one corner of the map and sit there until late game, unless your opponent just sucks. Even late game it's difficult if emplacements are eating up a huge bulk of your popcap. You really need to be able to deconstruct and rebuild emplacements, even if it's an upgrade you unlock at tier 3.
The 6-pounder AT gun sucks. Its arc is too narrow and it has no special ability as far as actual offensive power is concerned. Brits have no vehicle snares, so keeping tanks inside your AT gun arc is hard. Also, is it just me, or are all the tanks taking a lot more damage now? I'm really noticing this against the AI particularly. Is this some new AI cheat? I shoot something with a Firefly and only like 1/6 of their health depletes, if that. Emplacements are too expensive for how fragile they are, which is something I thought Relic would've fixed in the months they've had to do something about it.
I've been playing Axis against them because of the search numbers, so this is coming from the Axis perspective, too. OKW has a hard time dealing with Bren carriers that kill your kubels, so you can't suppress their Tommy blob. Beyond that, Ostheer shits all over the British. I switched to Ost and just dumped on Brit players. There's very little they can do.
Overall, I think the Brits suck.
OKW struggle generally since they have shit for indirect fire and house clearing weapons (which has been a problem since forever) but Ost players wreck. |
Emplacements are overpriced and die too easy. Why spend 400mp on an immobile mortar that gets countered by a single wehr mortar/ISG?
disagree - the 17 pounder emplacement with a vickers in it might as well be invincible.
context being it was supported, they had about 5 mortar emplacements, and the shitty map design meant all of it was basically sitting on top of a victory point right outside a UKF base. Combine that with the awful stuka bug (it fires one rocket), the whole trial is useless. |
horrific balancing by relic. I figure'd there would be changes from the alpha.
the commando DPS is still silly, the stuka is bugged in the "trial", the sound bang bug is back I think (did they ever fix it?) havent heard it in forever until a game I just played. Brits play simcity again, boring as hell matches.
very disappointed. Trying to decide if I should kill my preorder on steam (if its still possible)
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OKW with their atrocious mid-game
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the US blobs into sherman tank spam is getting really fucking old.
in what world can I place mines, throw good grenades and constantly tear through shitty player blobs with good positioning (a supposedly large component of the game) and still have that be the better strategy? Draining US manpower over and over should have SOME effect.
Any open map is a death sentence for OKW, faction is useless without a mid-game. 7.5cm needs a HUGE buff. |
thing is pretty damn useless
I've trained it on regular old mortar teams out in the open, and it takes forever to do any real damage. Garbage.
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jagdpanther 1945
wonder what put that hole in the glacis plate |
I place the med truck behind a building close to center of the map so retreating units go to it rather than to the base. If the med truck is too far off to the side, units will retreat to the closer spot (good or bad). I used to be aggressive with the flak, but I've found that using it to guard a critical fuel on your side of the map is more useful along with guarding a road or med truck flank. Using it to guard VPs makes it a focused target (AT gun fodder) which I dislike. The repair truck I put near the end of a road or edge of a open area near dense tree cover so that vehicles can approach it easily without having to do a lot of navigation, its almost always between the flak and the med and set a little further back. |
Double panthers from germans works very well too, but on rails and metal it is much harder to flank a well supported isu than lets say vaux or moscow.
I've chased ISUs around with panthers on big open maps, especially 3v3, but it takes a lot of hits to put it out of its misery, and a lot of micro to keep the panthers from getting chewed up, even harder with 2 of the damn things on the field. |