Then you lose it because it's a mobile artillery piece, it's already got enough strengths going for it without being able to jump out while the barrage is on cool down so you don't need to worry about the pop cap/MP reduction.
It's fairly hard to pop cap abuse with tanks you NEED on the front at all times, but when it comes to the Priest theres little effort involved, barrage then hop out to get your pop cap back.
It is still against faction design. Making exceptions with certain units isn't going to improve balance in the long run. When you design faction as a whole, all of its units should retain every trait of it.
Think of it like polymorphism in IT. When you create a parent class (Vehicle), all child classes (M20, Sherman) use parent class' methods (Drive, Shoot, Bail Out). |
They just need to disable being able to decrew certain tanks. Take it off the Priest, which IS easy to pop cap abuse since you don't need to be in the tank while the barrage is on cool down.
What if it's partially destroyed and you don't have any other crews or Rear Echelons? Your suggestion is against faction design. |
The better your opponent, the less the impact/cost-efficiency of PGrens, believe me, not to mention its a 340 mp investment that goes down to AOE just as easily as any Gren squad. Anyways, whats it with Urban PGren squads, never heard about that?
Long story short: Relic designed a doctrine and never released it. |
Thread: Stuart!23 Apr 2015, 18:48 PM
How about M3 halftrack filled with irregulars? That elite unit would often change the tide of battles |
Thread: Stuart!23 Apr 2015, 13:52 PM
this would make it OP, Stuart survivability is fine when you consider it has the insta repair vehicle crew.
true. give it more hp without changing cost |
Related point: My heart broke a little inside when they gave the Brummbarr a vet 1 arty barrage and never made the KV-2 have one. You know. The box with the artillery gun slapped inside it
Good thing we still have attack ground, or that case would be the problem
I hope relic will see
this thread and thinks seriously about changing the KV2.
It doesnt really perform like a heavy tank despite its high cost and pop cap.Overall armor is fine in my opinion but it lacks health to deal with anything above P4.
If you compare it to other heavies you will see that 800 hp + 160 pen + weak rear armor leads to the conclusion that it could take some buffs to be on par with others,and therefore, balanced.
Summarized:a bit UP ,give it some love but dont over buff.(haha rhyme)
It's not like the kliment 2 needs love. 9 out of 10 soviet doctrines needs love |
Kothre pointed out many useful features. I don't think we need HUD that changes colours or skin depending of faction, although HUD skins is something that could be put into DLCs and War Spoils. I would only want same hotkeys and same status bar unit abilities' places. |
ok m8s the time has come to teach you how to be an EFFECTIVE DEFENDER as krasnaya armya, my best faction
first, we need to choose a commander, because all pros choose commanders at the start. so what is going to be our choice? of course, soviet defence kommander (the name has defence in it so it should be ok).
ok now that we have chosen our commander we can focus on choosing units well build. so when u start the game, dont build any conscripts (conscripts are bad, no mg=bad) and build DEFENSIVNAYA KOMPANYA, our source for best units.
ok m8 if you are reading this you propably think 'but m8, how can i win with dis on 1v1 or 2v2'? so here comes my tip: dont play these modes, play only 4v4 (more players = more fun). ill be referring to steppes in this guide cause it has sandbags you know, that shit really helps with defence
now that u have the kompanya you build 3 x maxim and go straight to MUNI POINT at the top. why? because ull need those munis later. now dont build anything just wait till u get DSHKA AUTOMATNYJ AVTOMAT and spam them (they cost 300mp, they sure must be good)
now build 1 conscript infantry squad and go to muni point and build as many sandbags as you can, this will help defending the point. when youre done send con squad to enemy base, we dont need them anymore (as i said before, cons suck and cost only 240mp for building sandbags)
you will propably see enemy armor such as panthers, tigers or even pz4 so remember to call in at least 1 M42 PRETIVPANTSERNA PUKAVKA to defend your post against those cats
ok if you are a high rank 4v4 player like me (rank 20000-30000) you should propably rekt those noobs at the other team, you are so good you could win against them alone
thx for reading my guide hope it helps |
Soviets sure are most fun for me is there something wrong with me, I mean I get bored of playing OKW so quickly, winning or not |
You can still go to post office, just remember to bring your smartphone and teamviewer switching the HE/AP round.
I don't care what they say, but Soviet are truly the bullshit heritage of the abusive part of Brit, PE and US and Wehr.
Cons, spam uncrushable, very durable sandbag everywhere at vital points, German can't win unless outnumbering it. OKW Volks sandbag? Does it last for 2 mins?
Clowncars, fucking BC and Roos, from Brit.
Wehr Volks depends on their sandbag helping their survival, but NOT making them 2X more durable.
Every Soviet squads (and Fusiliers), 6 men squad, never need to afraid getting one shot by AOE until the very late game. Meanwhile, Grens, Ober, all German support weapon, getting themselves one shot 24/7.
82mm and 120mm, precision strike is the greatest bullshit ever. See a squad capping? See a MG or german mortar you want to take out? Pay munition and a click, or just sit there, alt-tabbing out, switching tune in iTunes, done. All experienced guy dead. #Esport
And Relic think German mortar count-barrage means something in this mortar warfare, ROFL.
Guards, new Obers, period. Oh yeah, remember your Great wall of sandbag?
Shocks, six men KCH, never changed.
T-34/85, best medium tank in the games, come without even need to tech, arrive on battlefield even faster than Panthers, come with marked target. I thought PE panther groups call in was abusive enough, dude. At least PE need to tech all structures. Soviet don't even need to get a damn T3/T4. And it come with a stupid click bumping even MOAR damage.
ISU, anti-all units, I proved it is bullshit by trolling Stephenn 9 Cons, no tech into 2 ISUs 18 months ago. And guess what? No one cares. (And Lenny doing this now 24/7 I heard?)
IS2, able to bounce panthers, tiger, Pak40, Tiger Ace shell 24/7, and some dudes out there asking more buff to it.
Call me a Axis fanboy, I don't care. That's my feeling about this game.
When playing Soviet, it is like playing without needing your brain working.
Spam 4 Cons, or T1 clownars, call in 2 Guards/Shocks, call some 120 behind shot blockers for free Squadwipe™ (NEVER NEED TO MICRO BECAUSE THEY NEVER DIE), tech for T70 or Kat, spam some fuel cache. Repeat calling in ISU/T3485, A move (or just move) until you win.
There is absolutely zero strategy at all.
Meanwhile playing Germans is so frustrating, Squadwipe™ happens 24/7 by AOE NO MATTER how you micro them, because guys love hugging each other. Ostheer combined arms are fun, quite effective on theory, but guess what 120 just wipe them all.
MHT or Stuka? It doesn't matter, that thing can survive with one dude left. Even all six are dead, just pick it up back, Squadwipe™ continues, forever and ever, Amen.
Now this is a cancerous post.
The funniest thing of all is that all these soviet lovers are still saying that OKW is OP (lol) or their beloved faction is to weak, because cons "suck", because T34/76 is to shitty curently, and so on. I guess PTRS is Up now too. Just lol.
OKW is no more OP, just bad designed, while more /75s means less /85s. Would it be bad for you, Axis Only Player™?
It is also quite funny and depressing at the same time seeing Relic making second Axis faction ridicously OP and bad designed in both games, then nerfed and only bad designed. |