I played against a player last week who kept spawning Osttruppen and I was playing as USF. I just raped all of his squads everytime he approached to my soldiers, they didn't seem too effective versus Riflemen.
The problem is, he approached your soldiers, and not the other way around. Ideal use of Ostruppen is in numbers, in cover, static, possibly in fetal position due to shellshock. |
1v1, I'm not a good player, so anything goes (meta, no meta, Mothma). No music, I like my own taste and it doesn't go with others. |
Can't snipe. It makes more sense and would allow ostheer snipers to safely counter snipe even if it's still more risky. Bring back counter sniping!
I'd prefer this penalty rather than nerfing the unit... solves some of the issues with a 2 man sniper squad.
That's actually a nice idea. I'd increase the cost to reinforce too, but that would be good already |
Hey guys,
I don't play OKW so much, and never crossed this situation before, but...
If, by any chance, I use some infantry (volks p.e.) to catch an enemy vehicle (say, for example, an SU-85) - does it go till vet3 or 5? Logic states it goes till vet3, but I never did the test. Any experiences?
Thanks! |
The fun thing about the patches is that I always remember this
with all the secret changes inside the code that some good folk find. |
Inconsistencies are not very professional. In a sense its like making a law that some people have to fallow but for no reasons others do not.
I live in Bananaland and I can say for sure that we live like that. It's irritating, but easily forgetable with samba, axé, sertanejo, caipirinha and bundas.
OT: Different call ins are different. I can't compare strafing runs with artillery. I did lose one time to multiple artillery calls in my base, but it was all my fault. Very frustrating, but my fault nonetheless |
If you do this, I advise you to crew the MG with Pathfinders, which gives the MG increased sight range.
Man, that's why I love these community sites - I would NEVER think about this possibility. Just out of curiosity, does it make any difference if I use pathfinders without vet or vet1? Meaning: does the sight increase with vet carry over to the crewed weapon?
Cheers |
My shitty player card comes with a lot of using different strategies vs. anyone. I'm currently trying to stay away from doing the same old call-in routine, it has been working so far. Knowing a bit about how the units work and having a good map-action sense is rewarding.
Maybe economically it's more consuming, but breaking the meta "breaks" (oops) the expectations of other players about what you're gonna do, and the element of surprise does have its benefits.
I like to build 3 of the soviet buildings, just to have the options; I usually go for for T2-T3, backtech to T1 or go T4.
Again, it's my shitty player card that gives the ultimate answer, though.
EDIT: bad, bad typo |
It's been foretold that a special Command Kubelwagon will come via DLC.
It has 5% more health, tactical smoke and is amphibious.
[Heavy breathing] |
Kill 5 obersoldaten squads with the same rear echelon troops = "Fear the little man" skin, with rear echelons tumbling around with swiss knifes and lugers |