Neither of those, until better balance and bug fixes (first of all this one) for already existing content. |
Asgren mp40 - 8.489/1.58/0.273*5=42.445/7.9/1.365
Cons PPSH - 7.841/0.8/0.099*3+2.989/1.521/0.734*3= 32.49/6.963/2.499
it depends on vet, position & luck. |
I never understood what the fun of larger teamgames is.
I don't know... maybe such thing like friends and good company. |
Also that was the multiplayer? What the heck is this, a tower defense?
There wasn't games against humans, just maps for farm, but against human it will be almost the same, you planing defence of your base, then someone try to crack it in 10-15 min game, like here. There won't be a realtime human vs human multiplayer, cause their "sources" told them that classic RTS are unpopular and people doesn't want play them. |
Nival killed series with their "innovative" multiplayer (wow, tower defence + clash of clans) and making it for casual auditory. It's pity, cause first one was a good game and it was good company - Rage of Mages, Etherlords, Silent Storm series was awesome, HoMM5 is my favourite heroes game, and after all this - such a disappointment. |
OKW mostly negates it, as does USF late game.
True, but IMHO this ability is a bit more useful in early then at late, it's always good, but you get more benefits from it in early/mid. |
Every retreat is very punishing and this is worse the further you extend. This also makes it harder for the axis to retake lost territory though. Forward reinforcement is a good way to maintain map presence.
So how its problem for OKW? They can't retreat and heal near front line without doctrine? For ost it's harder but also achievable, but who need it when you have OKW truck. |
Yes, and smarter too sometimes, even as allies, although most often you get to hear the mantra "allies push, axis dig in" on repeat. It can be better even as allies to camp at some point rather than to overextend and have to run all the way home again (especially on big maps). I think staying power is important. Not the whole game, when one notices heavy arty incoming then it's time to start moving again and hopfully you'll have troops to scout for your Jacksons and such.
I do agree that allies should be more eager to push early game though.
Def with allies if you don't have 2 stars all game = defeat, if you do, you have chance (not very big) to win by VP. You can't defeat axis armour in fair fight, only by outsmart them, it's hard to keep your tanks alive cause they don't have smoke or blitz, only satisfactory AT are ZIS, ISU and B4 (pray to RNGesus to avoid death crit), IS2 is good, but not like AT, Jacksons are insane RNG machine, sometimes there are awesome, but most the time bounce after bounce, you can't afford Su-85, cause you need fast 34 and callins. |
And then the "OP Germans! Where is our Pershing!?" threads pop up.
It's true that that some ally players don't use this advantage, but but it's doesn't mean that accents on early/late are equal. In big games allies lose their advantage at 15 min mark, even earlier, if opposite team is equal or better, and axis have their from this mark and to infinite - for me it isn't fair trade. Also defending and waiting always easier and cheaper, then pushing, when you always at the edge. |
FHQ on Rostov is really good, but not same difficult, especially if ger are at south, you can occupy stone houses in the middle by sturmpios, they always will be there first and wooden buildings are made from paper. Even if you fail at that you just need mortar half tracks or fast Stuka. If you have star on island, baiting middle star and keeping your fuel, for south it's quite simple, you will be fine, just bomb it and wait for late.
Mines are awesome and etc, but when I playing axis myself, I always build minesweepers, cause I know there will be mines, so I don't make tank assault without them. |