But wait there's more:
ost mortar laser guided autofire
ost sniper camouflaging so fast its impossible to countersnipe
222s cheapst scout car in the game effective vs light vehicles and infantry
stug spam
pwerfer suppresing and instawiping infantry
panzer tactician
blitzkrieg on every axis tank
stun grenades
elephant impossible to counter
no side techs for fausts or nades for axis
stuka fastest artillery in the game with no scatter at all
obersoldaten literally terminator T1000 of this game
okw p4 best medium tank in the game
command tank bullpudding aura
jagdtiger impossible to counter
schwerer panzer hq with giagantic Flak on top of it wiping infantry and killing light vehicles
I like you |
What Axis utterly game breaking unit or ability is a problem?
Sturms
Kubel armor
Volks
6 minute Luchs
Ju87 Loiter
Flame HT
Command P4 (25% extra health LMAO)
OKW 4 minute FRP
Leig
Sturmtiger
Take your pick really.
This isn't even scraping the bottom half of the bullshit barrel. |
Why inf co is still the best |
In general, it's better to win one side of the map (fuel, vp, ammo points) and push for the middle from there rather than trying to play 2 1v1's.
At the start you should both make a play for each side to test the waters of course, but be ready to adapt to the situation.
Once the OKW player in your game got his med HQ and FRP set up, he would be easily able to hold that side. It was in your best interest to cede that vp and help your teammate crush wehr so you could at least have one side. With 2 VP's on the map, you would have stalemated them and had more or less even income. |
Alright, here's what I noticed while watching in no particular order.
Your build order was odd, to put it mildly. The 3 rifle start is usually the most efficient choice when it comes to openers, followed by one, only one, and never more than one mortar. If you want to have an arty party, go infantry company and get the mortar halftrack instead.
In fact, infantry would have served you much better than Heavy Cav. Pripyat is a pretty static map to begin with, and USF organic artillery is pretty shit, so the addition of the mortar halftrack and Priests later on would have been much better.
Teching nades early is a waste of fuel and muni. You have the t0 mortar as a smoke dispenser and anti-team weapon platform. 25 fuel to throw hit-or miss 30 muni frags is a waste. Imagine if you saved that muni and double BAR'd everyone instead.
You went LT first which is generally pretty questionable nowadays as it leaves you wide open to light vehicle rushes. CPT is generally a safer choice. LT did work in your favor a bit, as you used the .50 pretty well. However, if you're gonna stall for Pershing, you need to go Captain. In fact, the only time you should go LT-Major is if you're winning hard and rushing out a Sherman.
You didn't really have enough infantry throughout the game due to wipes and not building more rifles. 3 is the golden standard that will work almost all of the time.
You kept mass assaulting that 1 MG34 he had instead of just flanking it. If you had more infantry and flanked, you probably would have pushed OKW straight off the map. Flank, force a retreat to the med HQ, bring up the .50, and pin everyone there.
I mostly watched your side, but I did notice that the Wehr opponent went for 0 grenadiers which meant no snares. Your teammate should have punished him by getting the M3 scout car, putting a penal or flamer engie in it, and driving him off that half of the map. He was completely powerless to stop it.
No anti-tank from you guys at all. Try to get at LEAST one AT gun each by 10 minutes.
Teamplay was nonexistent, you guys just played two 1v1's instead of actively trying to help each other. If you're getting rebuffed, consider helping your teammate clear his side. |
2x OKW vs 2x Brits.
Only the most cancerous will emerge. |
To be fair, it's not like much has changed. Wehr snipers still bleed you like mad, OKW volks still shit all over rifles, etc. |
This game could be great, but it's not. It boggles my mind. The community has literally volunteered to do all the balance and testing work for Relic. All Relic has to do is reach out and take this opportunity. And they don't. |
You can say that yes you can dominate early with forward HQs with OKW but it soon comes to an end when multiple players start smacking buildings with indirect fire. Teamwork is the real key to dealing with it. Unfortunately team work is not something that happens very often in pub 3v3 or 4v4s.
There's nothing stopping the axis players from getting indirect of their own. |
No insult to Findeed, but you really don't understand how multiple okw players in 3's/4's break the game and snowball hard with their FRP BHQ set up around important areas 4 minutes into the game. It's almost impossible to beat when they retreat ~30 meters and you have to retreat half the length of the map. |