First I want those god awful colored stripes removed from my tanks. Fucking light blue sticks out through the camo hideously. |
One of the reasons why i stopped playing DoW2 was the removing base building. It´s a bad idea to remove something which represents a franchise.
Same reason I did. |
Of all the the bugs and map changes, and problematic factions designs; this really ranks low. Now you know how frustrating it is to fight Maxim spam, M3 flame car, WC51 jeep, or Bar Rifles with Volks for several minutes until you can get a building and some type of soft counter for it up. I don't even see many players on their streams use this tactic that often due to the risk of losing their truck. Maybe players just need to move to another part of the map and cap there if they see the OKW truck. |
I know when I started playing against real people online with this game, I first did 3v3 and 4v4 (as you can see on my playercard). The idea being that if I sucked at least I had 2 or 3 teammates who could carry the team. Unfortunately there are a lot of people who just picked up the game after the steam sale and still are having a hard time learning the game. This leads to randoms being on average not as skilled and some who don't even know the meaning of teamwork (I have played a game where my OKW partner built all his trucks and put all his forces around one regular CP, not even a fuel point or VP point, but a regular CP; and sat around it the ENTIRE GAME, with me screaming over the chat at him to come help me).
Even if they added the Pershing and buffed the hell out of Allied tanks, there would still be a problem of inexperienced players making up the majority of 3v3 and 4v4. I really think you won't see an uptick in the number of Allied players until clans become more established as the game joins with ELO. |
I see 2 big problems with lowering fuel income:
1. Pushing Axis assaulting power out of the game.
Tanks are good for assaulting fortified positions and are somewhat necessary for Axis who lack infantry smoke to assault fortified Allied positions. If you elongate the time for Axis to get tanks then Allied support crews and infantry can lock down the majority of the map and fortify them to where it is impossible for Axis infantry to breakthrough.
2. Making games go too long.
Games right now for 1v1 and 2v2, average from 20-40 minutes and 3v3 and 4v4 games, average 30-60 minutes. Extending fuel times slows down tech, and can slow down the game. So if you slow down VP gain to compensate then you have the problem of games going longer than a hour. I haven't watched much Esports, but will people really want to watch the same game for over a hour? The unfortunate thing about RTSs is that games go much longer than a lot of other competitive Esport genres. Therefore they have to cut the game times down enough to where people won't lose interest in a single game. |
Historically the Jackson had better armor than most medium tanks except maybe Panther so Relic please stop this glass-cannon nonsense -.-
Yes, Jackson is a MEDIUM tank, so therefore Axis HEAVY tanks are gonna punish it. I have had my Jackson bounce P4 shots so if you want it to bounce Tiger shots then your "realism" buff would be bull. |
The only reason to get rid of Falls and JLI is if they get rid of Snipers. Soviet snipers are so ridiculous against OKW and building spawning infantry are one of the few answers OKW has to them. |
I advise against double sturms . Basicly as Jesulin pointed out already they have a high reinforcement cost and expierenced players will focus them down resulting in a hefty MP drain for you.
I rather would invest into doctrinal infantry, which are more cost efficient, because lets face it - sturms dont scale well , while jäger LI / Füsiliere / Mgs do
And Obers, never forget the Obers... |
I find that MGs aren't as easy to set-up as people think. If you set them up in obvious spots, then the enemy can adapt and move around them. I love my MG34s, but I have found through more and more play that:
1. Setting them up in houses is worthless (Allied MGs in houses are awesome).
2. Covering their flanks is important(make sure they are either in an unapproachable corner or have a unit near their rear).
3. MGs do need to be baby-sat, but can yield awesome results.
The last point is a big one, a lot of people just throw an MG on a commonly used approach and forget about it for the rest of the game. MGs need some micro love too, but if you give them some they can make it up to you in droves of pinned and dead bodies.
For example: I find that MGs are almost a must for OKW against Soviet shocks. The kicker though is that shocks have smoke grenades, so you need to be aware and move your MG to a new angle or move it back to re-pin the shocks. Pinned shocks are a turkey shoot, they can't get into that deadly close range and become a nice amount of XP for any of your nearby units. |
Personally, I always go for the 3 Volks -> Tech build order. I dislike building a second Sturm for 2 reasons:
1) Cost. The reinforce cost on Sturms means you can end up bleeding manpower really hard in the early came, especially if you want 3 Volks/2 Volks + Kubel.
2) Scaling. Sturmpioneers are a unit that start out incredibly strong, but tend to fall off in the mid-late game as stronger AI weapons hit the field. In contrast to this, Volks are weak early but become very useful later due to the Panzerschreck upgrade. In my experience, it is better to have 3 Volk squads who can start to accumulate veterancy early on, as this gives you a very solid core for your army later in the game.
This^.
I find that late game Sturmpioneers are a big MP drain. The 4 man squad with no AT is a real detriment since, unlike Obers and Falls, their best DPS is very close. 3 Volks, then tech, then MG/Fusiliers are my standard BO. |