It happened to me today with a Panther that I was trying to use to chase a Jackson. It didn't stop for me though. It seemed like instead of being a 1.3x speed that it was a 0.3x (or .25 or whatever). After it wore off, I was able to move the Panther normally. I wouldn't call it "gamebreaking" but it was annoying.
That's it i'm not using this forum any longer! I haven't been here long but I'm done being isulted by people calling me "ill informed" and sometimes even "stupid". I have these impressions about the game for a reason and I hate not being taken seriously!
Well, I may be able to provide a few replays when I play soviet and win, I haven't saved my axis defeat replays though... I may supply them tommorow, right now I have to go to bed. And yes, I really do have to. It's 1:30 am right now in Belgium, look it up if you don't believe me, I'm not just saying that to get out of posting replays, honestly.
Wait.....you said you were done here.......
3v3 and 4v4 can go either way now, with the advantage going to the side that knows how to play together better. You can claim that it's unbalanced in favor of the allies but probably everyone else here disagrees.
I played my first 4v4 as OKW about a year ago. I didn't try even a warm-up game, skirmish, anything before playing 4v4 multiplayer. I spent the first 20 (maybe 30) minutes wondering why I couldn't build anything good, and who parked this fcuking moving van in my base. In the meantime, the two decent players on my team were going off, calling me a eff'ing newbie and worse. I finally figured out what the moving van did, built a Puma, waited a couple minutes for the next moving van, then built two Panthers and a bunch of Obers, more or less A-moved across the map and won. The game shouldn't be that unbalanced.
I can't embed a video with a fixed starting point, so forward to 1.21 or so
Awesome! If it was possible to just have the video from 1.21 onward, then every "I'm leaving" thread should be immediately closed with the only reply being that video.
What are the chances for this in near future,with the new patch maybe ?
I'm not saying that USF are weak,or crying for smth,just want some heavy who can face a tiger.
There is no chance of a Pershing any time soon. Evidently, the USF doesn't need anything more than a Sherman or M36. Axis players NEED Panthers, KT's, JT's, Elefants, and Tigers. If you NEED something heavy then there are other options. /sarcasm
All kidding aside, no, I'm pretty sure that Relic has said it isn't going to happen.
Rifle flame/Zook spam and E8 blob of death, that wasn't hard now was it. Good thing Wehr call ins got nerfed but Easy 8's and 85's are untouched
Easy 8's were badly nerfed several patches ago, and not all that great now. The AI was nerfed and it doesn't have the HE option like a regular Sherman (IIRC - been awhile since I used them).
Commanders:
There are only a few commanders good in both 1v1 and 4v4 (Guard Motor, Shock Rifle, CAS, Mechanized Assault, Airborne). I normally have different loadouts for each mode. For example, my favorite OST commander is Mobile Defense (Osttruppen, panzer technician, command P4, Puma) but I don't use it in 4v4's. The commanders that are good in all modes are generally the ones that people complain about the most as being OP.
4v4 often dominated by heavies in late game, 1v1 rarely sees more than 1 heavy per side, and some heavies not often built. For example, I've not seen an Elefant in a 1v1 (though not a lot of games as soviet), and rarely see more than 1 IS2. A heavy is 1/4 of your pop cap in a single point, and the support it usually needs takes it to half of your total.
Impact Units:
The USF lieutenant sucks to deal with as OKW in 1v1, as does the followup M20. In 4v4, they're nowhere near as big of a deal. In 4v4, there is less of a window for impact units until heavies arrive.
Teamwork:
One of the most fun games I ever played was with Beemer in a 2v2 where we had several battles that probably turned out much better than they should have because we played as a team (him with Su76's and SU85's, me with penals, guards [before the last patch, when they were pretty awful], and AT guns). It's a lot of fun when everyone plays together. On the other hand, playing in a 4v4 when one of the players decides to go off and do their own thing results in an hour-long train wreck. Probably everyone who is reading this has experienced it if they play a 4v4 with randoms. ie - the player who goes to the top left VP on Steppes and builds a lot of defenses, while the rest of their team continuously loses a 3v4. Then the other team flanks those awesome defenses by coming in between them and their base and they wipe literally every single unit on retreat.
Or just eliminate the resource penalty, vet 4 and 5, low cost tech with free buildings, and bring price/performance for units in line with other factions. With the current design, OKW will always badly under-perform (this patch 1v1) or over-perform (last patch 4v4).
Yeah it’s tough out there right now. Allow me to apologize in advance, this is probably the quickest I've pumped out a review. I hope it hasn't compromised readability. Um, anyway!! Your main issues that I could see stemmed from two areas which are all intertwined: build, and commander.
Please don’t take this a personal criticism of character, but I didn’t get the feeling you were too comfortable with having to adapt. You stuck to a very rigid build order which was not really very well complimented with your commander, and thusly were left with a very lopsided army composition which did not perform very well, especially as the T34 hit the field. If that was a T70 or even an AAHT that game is over a lot quicker, ‘cos you were left unprepared.
Be sure to observe base splats and try and watch multiple replays of your own, (or play more Soviets) paying attention to your opponents army composition and the clock. Because of the very “flow charty” design of the Soviets, you’ll start to build a better feel of what to expect and when. This experience will allow you to tailor your army to counter it, play way more efficiently and purposefully and give you confidence. For instance, a shrek with your first 90 munitions doesn’t do you any good against T2. Once you see T3, then it’s time to panic, grab a pupchen and some shreks. You did this, but not at the correct time, making it inefficient. Instead, since you were dueling scripts and potentially shock troops, don’t hesitate to grab those G43’s or grenades as your first investments.
Likewise, your opponent also did not seem too keen to adapt either, riding shock rifle like secretariat. A well micro’d Luchs can really punish these builds as well as MG34’s and even to a degree Falls and Obers, but again you were much too rigid, the JP4, does become a good unit to have a little before the Is2’s are on the field, but I don’t personally feel like you should be trying to hold on to enough to survive and then hope to take them out when they hit the field, I would rather try to control the tempo of the game earlier, that’s just me though.
Mainly it comes down to having the right tools at your disposal, and this was evident in the dying embers of the game, and your decision to get the Schwerer. This is a choice that does you no good at this point, and you nearly lost the truck in what I’ll attribute to a mistake with your rally points up at the front lines. By now you know another Is2 or even flame tank will hit the field, it may be time to consider the Jagdtiger. I believe it could have bailed you out here, but the choice of the Schwerer, plus a float of 500+mp and replacing of Volks with Fusiliers, it really did not do you any favours at this stage of the game, you were in limbo with your army and frankly, needed a different unit composition to fight shock rifle late game: mines, pupchens, panther/jpiv/jagdtiger and I feel that sort of inexperience really showed through and hurt you tremendously during the game.
Allow me to go back to examine the early game for a moment. When you’re considering using a Kubelwagon, or any unit for that matter, you have to also tailor your tactics to get the most efficiency out of them. This issue is systemic at each stage. In this case, your offense needs to flow through your sturmpios. They need to be the center piece of your combat ambitions, using the kubel to suppress the squad(s) and then flank with the pios, classic fire and maneuver. Instead use a Volks squad to go cap podunkville out in the middle of nowhere, especially on a map like Eindhoven, since harassing squads are effectively not part of your army requiring a sundial to get back in the fight. So considering you can control the tempo of the fight in a big way by holding houses and key roads. It pays to combine your strums and kubel in more strategically beneficial areas. You’ll find yourself more in control of the game, and be in an easier situation to execute from. This is really almost always the case when you have the right units at the right time. It also requires mentioning by getting right up into the face of conscripts, you’re actually giving them a slight advantage, especially if they aren’t suppressed, 9/10 you’ll lose a member on approach and the fight will be over, and conscripts are better at close range than in a mid-range bracket. Your pios will be most effective there, compared to point blank (unless they’re in cover and your target is suppressed or it’s a direct flank since at point blank weapons negate cover)
Otherwise, tactically you were fairly sharp, managing a few wipes of your own, but your execution started to plateau after losing the second Volks squad, either through frustration, exhaustion, or just basic errors, and then I feel like you panicked when your plan fell apart and did not have any adjustments, that’s where you lost in my mind, and frankly even the squad wipes you suffered, all that will come together with experience, once you see more situations and get more familiar with how the factions handle.
In closing, I would be more careful with your use of the LeiG. It’s not a mortar, it’s best used to support your infantry, almost like a long range MG, it’s not very good at indirect fire. Also, be a little more careful with your kubel, you had a great judgement call to have it fight the first script squad that got up on it, instead of fleeing, netting you a squad wipe, but having it sit still with a damaged engine and getting popped by a marauding conscript squad maybe a minute later, was really tragic, as well as the aforementioned truck issue.
I hope my feedback hasn’t discouraged you, or been too harsh. I hope you continue to play and improve. It’ll get easier with a larger perspective.
Thank you for the review, it gives me a few things to think about. I did get frustrated in this match because losing the Kubel and my first JP4 were really bad mistakes that felt like slow motion train-wrecks once they got started. I replaced the Volks with PF's because I don't like Volks vs IS2. Those battles seem to go like "miss, wait, miss, wait, squad wipe". PF's usually don't get wiped. That said, you're right, I should be watching overall composition better because I see your point.
The only reason that I wanted to put up the Schwerer was to lock down the center VP so that I could concentrate on one of the two VP's. With the fuel penalty, it isn't that often that I can get a Panther onto the field.
Performance is fine. Price is not. The cheapest medium tank will be the worst medium. Plain and simple. Fucking deal with it. t34s are not panzer4s, while you guys might not care about a little authenticity when it comes to buffing allied units, relic does.
T34s are meant to be weak cheap mediums like they were. So yeah deal with it, no overbuffed/over exaggerated t34/76 performance. 280mp, 80-85 fuel.
If Relic cares about authenticity, explain Pak 43's shooting through buildings or IR halftracks seeing through everything.