God, everything after the 1st line is so wrong that it was painful to read.
What he said. Did you, dear op, even bother to think about, who has to pay mun for what?
Now do that, come back here and say your sorry for that waste of a bandwith post. And also feel sorry for yourself, having invested so much time writing, when a little thinking could have spared you the trouble. And read Stephens post and be thankfull, for he is beeing purely constructive and helps maybe with your thinking. |
... Then came consequent mistakes from both Axis players ... loved to go rambo with his tiger.
You got outplayed at early and early midgame, fighting for insignicant stuff. Resulting in the loss of yout fuel at 5:17, which you got back with half assed attempts in minute 8. During that episode u gained 8 and 10 fuel, to allied 35+. That alone Had a bigger influence on the incomebalance than those Caches u blamed.
What you experienced was them skipping mid tier tech entirely and getting pushed back in mid game (10min). You might have felt that you turned the tides. But you really didnt, you just normalized.
The consequent mistakes were the loss of your tanks, not focussing on high prio targets like the m8. Not considering the fact he went airborne, sporting the strongest at-offmap, p47 aka hand of god. In every engagement you lost armored stuff, they didnt. Mainly because of the rambo thing, not preserving units and not guarding the backyard with mp at.
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Mind posting that replay? |
... with the mun cost for okw i disagree competely, if you lower the ammo for okw more, they won't be able to lay mines or upgrade they're infantry with schrecks, they won't be able to throw nades anymore (which are really bad compared to the usf nades) or use offmap arty. ...
You do realize munitions income was lowered to 80% after he posted this the first time. And you didnt notice. So is your point another 14% would cause all that you descried? Judging by your "us and them" rethoric, i guess you dont play allies much. But thanks for your wll thought of input.
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Using a single at gun works against the either the elephant or the jagd. so yes the argument is valid.
Dont be silly. They claim is, that thing is a gamebreaker. Not an ISU breaker. 3v3 and up this thing breaks the game, a few maps aside. ISU is case for itself.
At-guns can kill it and elefant and jagdt can not conter them. But in a real game environment i have never ever seen an at-gun take out and elefant or jagdt. Ever. Really, no player that bad ever managed to get to 13cp.
Point is, where to stop? Problem is not it counter ISU, which would be all fine. Stupid balance (You build ISU, I build Elefant, we could have speared us the trouble), but fine. Point is it counters everything with weels. Everywhere. No flanking using obstacles to overcome the range possible. Mixed in a Team balance with crazy synergies. Like Recon plane and off-map 2 click counter to on-map arty.
Have you ever tried playing only infantry as your strategy? There is that thing called Stukka zu fuss and Obers. With a jagdtiger behind it and Ostwind/P4/Stugg/tiger guarding the shit out of it. The game is meant to evolve into mixed forces with everything somehow necessary to cover the spectrum. The argument is as false as it can get, since it exactly denies using combined arms. |
Jagdtiger is the Oh Shit! unit for all your tanks. Yesterday I had 1 match (2v2) 2 soviets vs OKW and Ost. They had Tiger Ace and Jagdtiger. Man , without 2 IS2s and 2 ML-20 howis and extreme luck we wouldn't won that game. And, IS2 capture mode is actually good on Minsk Pocket.
What you describe there is a suboptimal commander layout for axis side. While Tiger Ace is stronk, none of the above mentioned commanders have the 2 click counter to your offmap artillerys. As such, u were able to win with extreme luck. Im guessing a few really good ml-20 hits on mr.jagdt.
Such is the real problem with Trolltiger, and why it is a bigger problem the more players are in the gamemode. One trade off should be the not spending fuel part untill lategame and the natural counter would be artillery. Since in 2v2s some people play for fun, not that many teams use the no-click anti armor and 3 click anti artillery combination. In 3v3 and 4v4 chances are very high, both are present.
I'd be interested what would happen, if on-map arty was stronk enough to survive any off-map strike(the hardware that is) and jagdtiger was nerfed into same range as ele and isu. Because a hell of a lot of games won by axis teams, are won after beeing behind for 30 minutes. Then slowly turn when allied attempts to get rid of the epicanter of slow-creep, the trolltiger, start. Only to be completly overwhelmed in 40 min mark (10 Minutes after the first, with ca 25 fuel per minute) when what was extremly costly/unssuccesfull to conter arrvies again/a second time. Im pretty sure we would have a whole different picture of whine/balance discussion going on then. |
Short: Jagdtiger is stupid.
And i guess its so widely accepted, that no one thinks it necessary to talk about it. It turns games. I admit tho, that against isu its stupid not to choose. |
Good day Sirs and madams Bears and Ladybears!
Just a short introduction. Im a hardcore franchise fanboy and love the game. It is and will be for a long time my favorite pretty much only game i play. I like teamgame modes, 2v2 the most, which propably is a consequence to matches there beeing the most balanced(in terms of matchmaking, a steamroll is no fun) and as such fun to play. I like to play competitive and can do so, even tho i dont have to much time since too long. As such i draw pleasure out of beeing a good team and willing to bring what it needs strategy wise. I dislike whining and backseatgaming very much, so please dont with me. I do very much like analyzing what happens and am always open to it. If you want a game just throw an invite. Besides you bears hopefully, i pretty much only play with an old and good friend.
See you in game/on mumble,
cheers rawr |
So you suggest that you should be able to pick games where you are winning?
"I've lost first engagement - screw that game! I'd better start another one and try again."
...
U clearly musunderstood what i was trying to say. I dont think good fun games are the ones where you know after 5 minutes you will win/loose. The problem at hand is different one completly.
You're spoiling the game for your teammates!
There are surrender voting option in case if you don't want to play.
There is option to vote for team surrender in case you don't want to continue to "play lost game".
At least it is honest to other players of your team.
And whats your obsession with the surrender option? In what way is Surrendering better then just using quit match? In the few random games i played, i did not once just quit. I asked pople if we want to try what failed so far different and so on. Besides getting verbally abused or ignored there wasnt really much. You mostly will not get a response asking if surrendering might be an option. But either way it makes no difference.
I frequently am forced to go afk in team games because we will be getting beaten bad, clearly, and my team won't surrender
Or we load up with an afk and everyone must drop
I know both of those, but dont you think your in the same league as the afk at start dude? Besides there are a ton of legitimate things that can happen and the only way is alt-f4 during load.
But with your kind of reaction poeple who didnt want to surrender (beeing masochists, not caring about the outcome, whatever). Are fucked hard, cause there isnt even an ai but just one player boycotting the game. Thats even worse then having the afk dude at start, since besides waiting for a match there is no time wasted.
ElSlayer, dont you think he should better quit?
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Not a good idea. It suckz, but forcing someone to stay in a game by giving a penalty for leaving, is not the way to fix it.
You have to beat that one at the origin, untill it gets beaten by relic. Team up and avoid the random dude, cause people are people. There are supposed to be persons beeing able to take it, im not one of them. So random team games are gamble if its gonna be fun or, sadly the opposite. I do feel you.
For as far as i can think of in terms of relic beating it, only direction i see would be to ease up and promote tactical teamplay.
Having a bar with the teammates units to check up. Beeing able to right click your buildorder so it gets visual in the same bar thingy. Add a feature that allows to propose to draw a attack plan on tactical map. If other player accepts he can see it. If its only dicks and tits you can hide it again.
Important i think is the ease part, since it should work without much explanation in rando mode.
And maybe, just maybe allow to veto a player in the own team. Propably only if it was not won.
And maybe throwing the meta in the face of the dudes in random mode. Use ur data, make it a flavor of the patch buildorder hitlist with the 3 most commonly used buildorders/combinations for the game mode. |