General Information
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
The current time is 8 minutes, Relic mentioned that if that seems too long they might lower it to 5 minutes. Really as some have mentioned the only thing that would really be affected in the match is a mine or demo that hasn't been hit after 8 minutes in...
Which can happen, but most 1v1 and 2v2s have action and unit repositioning at least once a minute, so any "cheat data" would be horribly useless.
Why are soviets the best acourding to this stats they have a lower win/play rathe than whermacht and OKW
And why are Otsheer the wortst but the have the second highest win/play rath?
Great guide LemonJuice. If you get the time I think it would be very helpful to write abit how to work as a team of double OKW or OKW+OH?
What do you say or do to get random players working as team?
Alot of Ostheer players in 2vs2 random totally fail to support the OKW player which usually result in a loss. At some bad days its like 9 out of 10 Ostheer players fail to fufill their role.
OH-OKW have good synergy and OH can cover the weakness of OKW. Fuel caches, gren faust, mobile ht to reinforce volks/obers blob, P4 spam, mortar HT, vet3 mortars with elite vet, pak40/stug stun etc. OH might be weak in 1vs1 but they can be amazing good support for OKW in 2vs2.
Also if OKW support the OH with medic truck and shreaks, OH can spend most munitions to help lock down one fuel with S-mines/bunkers or get gren lmg spam until OKW have obers.
Many OH players play 2vs2 random like it was 1vs1. Divide map in half and try to defend or attack points at the opposite end of where OKW have the trucks. Then OH lose his side and quit because he cant defend and/or attack well without OKW which are busy defending where the trucks are. Instead it should be OH supporting so OKW can be more mobile in attacking with the volks/ober blob..
While doctrine are important its at least equally important learning working as a team to have good synergy.
Yeah I admit I am guilty of splitting matches into two 1v1, but at least try to send some support over if my teammate is falling behind. Some of it is also communication. I hate allies who never type, but just spam the attack here button, even when I am still healing squads or are already engaged and can't pull out.
The guide could definitely use a revision post October patch.
Yeah the Raketen needs a faster set up time, got absolutely destroyed by multiple USF WC51 car rush in the beta in 1v1. In fact I think it was against Hon3ynuts, wasn't it Hon3ynuts? Multiple scout car opening for either faction is strong against OKW, especially WC51 into Stuart, that was such an ass wuppin.
The USF At gun? The one that requires a gimp tier to get, only starts competing with other AT guns when it's vet 1 + uses an ability, has fairly low pen even when using AP rounds and gets decrewed in seconds because its 4 men? Yeah sure, that totally makes up for shit AT like the Stuart and Bazooka. USf AT is worse than OKW's, that's just a friggin fact. They have one good non-doctrinal AT unit, the Jackson, which requires an ability to really shine and dies to a sneeze. Compared to shrecks, Puma (which is an amazing unit, not a moderate one by any means), Jagdpanzer and Panther? There's no competition here.
Shreck volks are the best AT squad in the game for cost by a country mile. PGrens cost a bit too much and are pretty fragile, and give up too much AI power. Guards are good for Button, which almost all axis vehicles can counter instantly with smoke. Bazookas are pure shit. Shrecked volks don't give up much AI power since they got a good grenade, are very cheap, and become incredibly tough thanks to their insane veterancy. I'm not saying they need a nerf, just stating facts, OKW cannot complain aout having poor AT at all.
And I'm OK with OKW having the best AT in the game, since they lack medium tanks and their fuel-based options are usually quite costly. Puma, Jagdpanzer, Panther, shrecks- all these units are very good, but not OP. They do their job well, that's it.
The problem is when you add superinfantry like Obers (or Pfusiliers, or JLI, or Falls) to the mix, which does not suffer from the ressource penalty, apart from Pfusiliers G43, and allows you to easily reign supreme in the infantry war unless your opponent uses snipers or a big US blob. Shit, even Sturmpioneers can fare very well lategame if you keep them vetted. OKW vehicles being very good makes sense, given the ressource penalty; OKW infantry being almost strictly superior while not suffering from said penalty is not fine. Obers are just the most dramatic example of that.
I am fine with Obers getting a small long range DPS nerf for the LMG or even a MP cost reduction with a REASONABLE munition cost for the LMG upgrade. Just remember that a lot of OKWs units are very one sided, either extreme AT or extreme AI. This means that some of their AI units are going to be VERY good at AI, but lousy at AT and vice-verse. One of the few exceptions being the King Tiger, but the whole design of the faction is to build towards that unit. So yes OKW does have SOME of the best AT and AI in the game. The thing though is that they get each of these extremes comes at a different point in the game. You can usually get an Ober squad out at late to mid-game, but you won't be able to get out a Panther or KT until late to very-late game.