I agree that OKW can handle quad rushes a bit better, but I have been finding it pretty even between OKW and OH. |
I'm not arguing StuG's TWP, but at least it help versus tanks (TWP is another discussion). StuG is pure AT unit (yes, it has a MG but still.) but SU76, at the current state is both AT and AI. StuG can't counter ATGs but SU-76 can.
SU-76 can only counter paks depending on how much loves you that day. |
It's fine. It is already on an absurdly long cooldown and the scatter is insane unless you drive right up to the enemy. |
For the record that game was single player only and I have no idea what game your really talking about
Tom Clancy's EndWar was the last game that did it effectively. Micro in that game was so easy because it was voice controlled. |
just steal the EIRR mod idea and bring out the big meta map. (LOTR game anyone remember)
ESL
It had better be something that promotes multiplayer- the single player model is dead and hopefully they learned that from AA.
No revenue generation in sp games and people like to be connected either competitively or coop.
lets hope
I like AA alot |
My sources indicate this too.
Since they added the british the only logical factions would be AfrikaKorps.
But I would really like some kind of eastern European Axis Faction. Playing as the Germans constantly for 8 years could use a change. |
I'm not disputing that.
When the Normans invaded England, they brought with them a prefabricated wooden castle, which they erected inland. With that castle, they were able to range over a wide area with a fallback position; without it, they would always have been in danger of being pushed, literally, back into the sea.
Both the castle the OKW trucks provide a defensive position, but both are also acts of aggression. Relic are not wrong to describe OKW as an aggressive faction.
Arguing semantics then. Establishing a forward position and then turtling is still turtling and playing defensively, no matter how "aggressive" the position might be. (typically it ins't that aggressive anyway, just one or two territory points away from the base.) |
I don't get why people are having such a tough time understanding why they consider OKW aggressive early.
Consider that Ost pios can defeat a con squad at point blank; Sturmpios do the same on steroids. There's nothing stopping an OKW player pumping out a lot of them from Tier 0.
The use of truck, even if they are defensive in function, is still aggressive strategically. Although it take a bit of stalling, OKW are quite able to put their flak HQ down as their first tech decision, aggressively seizing part of the map in a period where they will be nothing to challenge it for a long time.
If they go medic truck they can similarly establish a strong forward presence.
Meanwhile, the kubel can waltz around pinning the opponents capping squads and even preventing them capping much at all. Plus the kubel and sturmpios synergise perfectly.
Just because OKW has some super-heavy units in the late game doesn't alter the fact that they have the capacity to be very strong early.
Because 50% or more of the games I play against OKW or watch an OKW player consists of building a battlegroup and setting up a turtling spot with a LEIG. They sit here, usually on a fuel point, until they have enough power to steamroll everything. This happens especially on maps like Minsk Pocket and Road to Kharkov where there are few approaches. It is especially effective against USF, who has no way to dislodge it in early game (and no way to dislodge it without a doctrine ).
So while the truck may be a strong forward presence, it usually turns into turtling. And this is something even high level players do because it is extremely effective. |
Because pop cap was raised for a reason, now that reason is gone.
And the game still works and is in a relatively great state of balance!
Nothing to change here. |
Yeah, it has nothing to do with the effectiveness of Grens.
It just mean Ost is not the strongest faction in 1vs1.
But seriously, you know why that 420mp came from.
Ost is the only faction can't produce the backbone infantry from the T0 building.
Before, they always had one less squads at the first few minutes
because of building T1 time and MP.
Gren might be the best main infantry for the lmg, but no other than that.
Without lmg, they suck for their survivability and reinforcement bleeding.
And...-1 pop cap gonna make Ost much more powerful?
Most players make 3~4 grens at 1vs1. So, -3 popcap... hmm much powerful?
280mp riflemen, highest dps for the main infantry(without automatics duh), 5 men, 7 pop, 28 mp to reinforce
240mp cons, weak but beats grens at short range, 6 men, 6 pop, 20mp to reinforce
240mp gren, strong but only with lmg, 4 men, 7 pop, and 30 mp to reinforce
I can understand reinforcement cost when they have lmg, but without it, that cost bleeds mp a lot.
AND more pop cap for lower mp income.
Hmm...
Hmmm... hmmm... hmm....if it is only -3 pop cap then why are you so interested in seeing it changed hmmm....? |