Expect that stats to keep sliding as more and more people play OKW, better talent continuing to play OKW, talent leaving Allies to play OKW ('cause they keep hating to lose) and more less talent only playing as Allies. |
My problem is eventaully I'll have to dig him out or else he'll place a forward schewer panzer headquarters and then the game is surely over.
My units can shoot into a building on a wall face with no windows??
@bold. Yes. |
1. BAR are good since last summer. M1919 are better in open maps still
2. USF Grenades are a two edge sword, and slower than Volks flamnade so unless your opponent is sleepy, don't use them too much
3. AA is still good vs any infantry. Just don't use it alone with no support.
4. Stuart second ability is an engine damage shot, but it is a skill shot.
-M20 is far from useless, just keep it at distance.
-AA is still good vs any infantry. Just don't use it alone without spotter/support.
-Jackson is glasscannon, nothing new here.
-Yes USF is weaker than OKW or you can say OKW is by far the strongest faction at the moment. let them have their momentum until the Relic hammer nerf it to the ground.
I'm tired of OKW "moments". Please cite me a time when USF had a noticeable "moment" at least once.
The game is utterly not fun again with this OKW buff. Wish Relic would get their sh*t together. What's the count of balance patches for this game? Jeez. |
You can have force concentration without blobbing. When people say "spread out" they don't mean have them spread a full screens distance away from each-other.
What blobbing is, is taking all your shreck armed volks and putting them on a single control group and moving them around in a "blob" with no micro whatsoever. It shouldn't be possible in the game without taking massive casualties, and they usually do but the damage they inflict is far greater than what they receive. Hence the outcry over the matter.
Shit, if you can take 6 shreck armed volks and micro them on the same screen spreading them out where they can't be hit by arty/mortars and such, more power to you I would love to see that and I completely endorse it. But I have NEVER seen it, not once on any stream or video.
Just increase the combine penalty, if a unit overlaps with another unit they get a nasty stacking accuracy penalty. It seems like a fairly simple fix. Have 4 units all intermingling with each-other? Welp now they don't hit shit, grats. This would only hurt the most basic blobbers because people with good micro could easily split them up and micro them, which I would still endorse completely.
Attack Move ftw. Standard OKW operating procedure.
Strange thread, blob exist in like all RTS Games, blob counters too.
Wut? The USF .50? The halftracks? Fast Luchs wipes those with a quickness. You're lucky to have the Captain out by then to counter the Luchs. Pain in the azz Kubel decapping your gas income ensures that because your rifles constantly dealing with that blob.
|
The statistics have shown that it is difficult past emotional, contrived, anecdotal evidence.
Also I don't have problems with volks "blobs" I have problems with good players using many volks.
Several things need to be considered and looked at in a lens more broad than rifle vs volks combat. Yes, in a straight up 1v1, or blob vs blob, bar/m1919 rifles at max vet or no vet will destroy a blob of volks. This is simply fact. There are, however, other factors that exist that determine the success of the faction and mold the dynamic between rifles and volks.
1. Volks gain veterancy faster than rifles and have lower veterancy requirements per level of vet. Because they have the shreck upgrades, volks farm damage off of vehicles and level up vet at an alarming rate. Volks need 2400 exp to reach vet 4 and rifles need 2576 to reach vet 3.
This means that it is not uncommon and, perhaps, likely that several volks will reach vet 4 before rifles can reach vet 3. This means that a lot of combat occurs between vet 4 volks and vet 2 rifles.
Stat comparison at those vet levels
Volks
vet 1 - -10% received accuracy
Vet 2 - 30% accuracy, -20% weapon cooldown
vet 3 - Passive healing, -10% received accuracy
vet 4 - 20% sight range, 15% accuracy
Aggregate : -20% received accuracy, 45% accuracy, passive healing, -20% weapon cooldown, 20% sight range
Rifles
vet 1 - Anti tank rifle grenade
vet 2 - -23% received accuracy, -20% weapon cooldown
Aggregate : Anti tank rifle grenade, -23% received accuracy, -20% weapon cooldown
In addition to volks having an obvious edge at this point in the battle pound for pound vs rifles, one needs to realize that long range efficacy significantly outperforms close range combat ability.
The close range dominance of rifles and concscripts become increasingly less valuable the longer a game lasts. Running into close range vs a squad of axis infantry in the early game is a useful, and efficient tactic, however, when both sides have multiple infantry, mgs, mines, vehicles that don't want to overextend or fire on the move ( and thus prefer to remain stationary to avoid AT guns / movement dps penalty), long range static fighting becomes the norm in the late game. In addition, cover is ruined by explosions so most running must occur on open field.
Whenever multiple units must run to maximise their dps in close range vs another plethora of units, the stationary ones will always win because they focus fire a running squad down that has incurred both acccuracy and cooldown penalties on the move and is experiencing little to no cover.
This means that in a late game scenario, long range, static fighting is what most fighting infantry v infantry endure. This is part of the reason why the airborne commander that captain price loves is effective, it offers two alternatives to bad close range allied infantry in the pathfinder and the LMG paratrooper who is basically a little bit worst than obersoldaten, but come earlier and are more flexible as a trade off.
One can see now that volks are more than capable of dealing with rifles in a realistic game scenario, the 45% accuracy buff vs the no accuracy buff is substantial. In terms of pure infantry to infantry combat, volks also become superior to rifles at vet 1 as they get recieved accuracy modifier vs an AT nade.
All of this comes with the fact that volks are cheaper to make and to reinforce and for early game the OKW has stronger units and better capping.
2. You said mgs counter volks, however, OKW gets faster mg than us forces through doctrinal call-in and also is very cheap on the manpower.
The difference between volks and rifles,however, is that rifles want to run in and flank to get higher close range dps compared to volks which exposes them vs mgs. Volks want to fight at range behind cover making them fundamentally less exposed to mgs all while the axis mg is easier to obtain and maintain.
3. USF has to deal with a lot of random manpower bleed from unwanted units, lieutenant, captain, and major are all situationally useless and cost 100s of manpower over a course of a battle. Note I am not claiming that these units are useless, just that they can be useless compared to volks which always have a use on the field.
4. I don't "dive" in to the OKW randomly praying he has no shrecks, the fact that he is guaranteed to have multiple shrecks makes my vehicles vulnerable to the basic OKW infantry for the entire game allowing for less harrassment room and overall less use. Compare this to the luchs which can commonly get 25+ kills even vs top 10 players because on large maps it can often roam freely and harass squads without losing literally 1/2 its health from max range.
I'm a 1v1 player
Jeebus! +20% vision, -20% received AND +45% accuracy buffs? Where the ______ did Relic think that's a good idea?!! Holy heck, I knew Volks were a pain to kill but didn't realize the incredible perks they got were that much. PLUS when you get into people stacking intel bulletins on top of that... |
One thing I found since the recent Dec. 10th hotfix, which increased axis tank fuel cost, was even more chrek blobs to tied them over until tanks. Something still needs to be done about chreks. OKW received 100% resources so basically chreks are essentially "cheaper".
I think chreks price needs to be increased. All I see now is giant chrek blobs because the OKW player has so much munitions followed buy a late game KT and JT. The problem here is the only thing that USF has to kill these damn things is Jackson or Pershing. These tanks are easily countered by these giant chrek blobs. Bazookas hardly do any damage to heavy tanks ans USF AT gun us garbage so late game OKW is almost uncounterable with USF.
Agreed. If it wasn't for Ost, there'd be no AT guns on the field. Every team game I'm playing, OKW just blobs until tank, or blob to Luchs then tanks. It's the same BO every time.
USF can't field AT guns because blob. Gotta micro the snot out the glass tanks because of blob. Field a .50 or other suppression unit (halftracks), it's quick retreat to the forward med truck then blob resurges flames your .50 or lazer-shreks the HT or one shots it with the insta-KT.
This game has decidedly become less fun since the Dec. patches. |
For anyone interested, got a much better clip of the strategy in action last night, this time in a 2v2.
http://www.twitch.tv/canarisfc/v/29440620
Nice. Good micro and unit preservation. I like how you got in fast to a zone and just held as you built your forces up.
What widget is that displaying the ranks? Kinda handy information to have in game. |
I like the BO, Canaris. I'll have to try this. Totally didn't think about the M5 upgrade. I'll go LT into M15 for the AI ability. Save some gas using the M5. |
It's not difficult to kill with m20. This thing causes much less troubles than kubel with supression. Unlike new superdupervolksgrenadiersubersoldiers.
The issue is the early game, not mid game.
IMO, just change the rear armor on the Kubel back to what it was. That reduces its survivability and forces micro if OKW wants it to survive.
|
I read sometime ago that those anti tank dogs were a total failure....they were trained with SU tanks (gasoline) so when they were deployed to the battlefield they don´t search for axis tanks (diesel) but run behide SU tanks coz they were used to the diesel smell
The dogs were trained using Soviet tanks. So, on the battlefield, the dogs did what they were trained to do: go under Soviet tanks.
That said, the Goliath, if being treated like a demo, should behave like a demo: no sight radius.
|