None of the bulletins bring anything above like 5% to cooldowns, the highest is 10% and that's only for building units.
You'd have to both stack bulletins that offer the same benefit, AND really focus on the units they affect to really make "super" units out of them. This naturally limits the most useful units to simple T0 ones like grenadiers or conscripts, you know the ones you will always be needing throughout a game.
You can of course try to stack bulletins for units like Tigers, but then their benefit only really comes out when you have a tiger called in.
There are bulletins for experience for riflemen, it's 10% for bulletin so a total of 30% increased xp, same bulletins exsist for the tiger and IS-2,those are very good, esp the usf ones, I wish I had them. |
if you feel it necessary to fight this engagement, the best choice would be to rush the sandbags and fight at a range <10. all small arms ignore cover at <10 range. you have superior numbers with superior infantry. grens have better accuracy than cons at every range, so theyll win the close range engagement with only a few casualties.
Source for this? |
It's not really hard to understand, without writing out too many words, allies dominate the early game, if you dominate the early game you have only yourself to blame if you lose, axis can't counterplay at all, they just get wrecked and hope their opponens aren't good so they don't push them too hard and are able to exploit mistakes to regain control.
This goes for all game modes, but in 3v3s and 4v4s maps are bigger and more resources flow in so the window of time USF can push hard is greatly diminished, thus they have less time to make their moves or lose.
Why I specified USF? because soviets aren't lacking late game at all, they are on par with axis, not worse nor better, but they are also largely better early & mid game.
Forgot a mentition,almost all 1v1 and 2v2 maps are also largely in favour of allies, they are very tight, mid-short range units completely outperform long range ones, they are usually cluttered with buldings, which allies have an easy time with, the cheapest and fastest way to deal with them are molos which force units out in a couple of seconds while an ost mortar would take quite some time and while flamethrowers are the same on both sides I find soviets to have an easier access to them, they get more muni from more map control, they barely have to worry about mines and they don't have to worry at all about demos and their CE cost less than pios incase they need a mine sweeper. |
Why is your rank still shit then?
I'm not trained in 1v1 and have no time atm, but we can do that later in the summer if it makes you happy.
This is the usual excuse team games heroes use every time they are challenged to prove their points
You are calling him average, implying you are some kind of pro, and then you say that? You better stop embarassing yourself right now. |
No no the sov vs ost dynamic is fine now. Cons need no nerf or they will be worthless. Early game, in my opinion, is ok...
They aren't fine, an horde of conscripts wrecks ost at any stage of the game, at the start you can just a-move your blob or even 1v1 units all across the map and you will simply win, hoora and molos make MGs and buildings extremely worthless unless played in an extremely defensive fashion (which I know it's the design of ost, but holding 30/40% of the map at the beginning leads to a late game where tigers are matched in a ration of 1:4 vs 85s and 1:2 vs IS-2s), okw suffers the same problem, except that they will lose their t3 to 34/85s before they can even purchase a panther.
Later in the game, since you got pushed alot there will be strategically placed sandbags that will easily deal with lmg grens and while a sniper is effective, it's not enough to change the course of the game once the call-ins start rolling in and your are outmatched on infantry (even more so right now by how good guards are) and vehicles.
IMO, map control and the flow of the game should be decided by the players not by pre-set conditions made by the factions. |
Would be nice to see a nerf to cons early game to propely match them up with vet 0 grens, and have them scale late game with a weapon upgrade again lining them up with vet 2-3 lmg grens, perhaps a new ppsh profile to make them good at mid range as they are supposed to be, this way the game wouldn't be decided by who has the best units at X & Y minutes, but instead whoever has correct positioning and knows when to blob and when to spread is rewarded for good play.
I feel like this fix would partially solve the call in problem, requiring more combined arms from the soviets, they would have less map control (ideally it would be 50/50 in a balanced game) thus less fuel to spend on call-ins later in game. |
The tiger is good, but I gave up using it against IS-2s, it will straight up lose with the support of 2 paks, and yes this happened, more than once, an IS-2 going balls deep on a tiger while bouncing shots from 2 paks and the tiger itself and if for some miracle a couple of shots will penetrate it, it can use the incendiary barrage to pull back to safety.
Just use the ele to counter it and yes, talking about 1v1s. |
Unless you are dealing with scotts spam the panther performs better in every Circumstance, it still remains a good solution if you lost your t3, but you definitely shouldn't just get the jp4, unless you are planning on doing a t1+t2 strat with call in infantry and possibly a light vehicle (I like to do that with the LJI one).
1. Very good armor. It can bounce ISU shots and other anti-tank rounds
No, just not, an ISU rapes the jp4 and just today I destroyed a jp4 with a jackson easily, granted he used it badly but I've never ever seen a jackson not penetrate a jp4 since the last patch. |
A while ago someone suggested that demos should be able to be detonated only if there's an engi squad nearby, I think this would be a great solution. |
It's not that powerful. No Soviet players I met so far used it. Only played a few games this weekend but still. And if it's considered so powerful ("op"), everyone can go get it at any time ever since last patch that buffed the PTRS. It's not like it's a hidden secret that the PTRS are now much better, so. Just go easy on the light vehicles and hmg teams if someone is spamming PTRS. They won't have much ammo for anything else so one can also use that knowledge to one's advantage.
I've been using this doctrine since I dropped it, it's really stupid, and you will have ammos left and right by the sheer map control you get, they do a ridicolous amount of damage, 3xcons with ptrs will almost 1shot a flak ht and pII is useless against them, they rape everything I've even took down a command panther easily with them, granted he used it really badly, but I really have no need to use anything else but cons with ptrs,molos and at nades to counter everything from normal to elite infantry to any kind of tank there is with the exceptions of the tiger/kt, they even do a good job against OKW tiers, and the bombing run provided by the doctrine is only 180 muni and does a shitload of damage to everything even the KT. |