It says here not to "Post replays with an extreme matchmaking deficit(As in, Player/team 1 is rank 100, player/team 2 is rank 3,000)".
How do I see the ranks of the other players? I only see my own (when I click other player names it only gives me their steam profile
My games are horrible, don't know if it's just because I'm new or something else
Click on your name above your player card and look at recent matches. You can click your opponent's name and see their stats and rank. |
Dear everyone. To me it's a bit like that. Allied tanks don't seem to shine to many players cause allied infantry is simply very good. Allies often don't have to rely on them so much. Especially p4 for ostheer is often treated as a long avaited survival tool. In fact it is not as potent as some allied players think. Very often it seems very potent because of a better player commanding it. Allied tanks have so many cool abilities that add so much more power to those units. Just experiment with them. Very often thay can become really deadly especially to 4 man squads. Take, for example, smoke or phosphorous round on UKF tanks. Coming back to the point, churchills are in my opinion a bit too resistant to at fire. An option could be to give satchel charges to some axis units.
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Hm although it is comparable, I think the new ostwind is just as menacing vs larger size squads as the allied units vs smaller sized squads.
Is is finally what it should be. But trust me it is easier to preserve a larger squad on retreat than a 4 man unit. Wipes are still easier on those 4 man squads. |
Ostwinds delete infs instantly from range now. It either keep the damage with less range or lower the damage so it wouldn't make AT infs compeletely useless.
Some allied players finally see what ost players have been dealing with for many years. (centaur/t70/us armoured cars etc./he sherman)
Just remember that when facing osther they have 4 man squads so still all the vehicles I mentioned above are more powerful against them and wipe more quickly. With 5-6 or 7 man squads you still have more time to react. |
I'd do it one step at a time not to overbuff it. Just holster and say 60 minu instead of 70. Play and see. IMO it could be enough.
It would make pople build more sturmpios and imagine 3 of them plus a rocketwerfer. We can't forget they can lay mines, repair, build stuff. |
What do you guys think the Sturmpio AT upgrade that costs 70 ammo needs?
Considering that it is the highest cost package that just provides a lackluster, non-viable AT proficiency.
Considering the price, its DPS should be similar to the Penals package that costs 60 ammo, not only provides 2 PTRS but also a snare (AT Satchel that stuns vehicles with high damage).
Make it so, that it is adquate, convenient, viable, sufficient enough.
It is currently just so undermining being the weakest output of all available AT packages in game for the one that costs too much, that provides too little!
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What I think it should get.
Option 1./ Locked behind 1 Base, Package becomes available. For 100 ammo, get 2 Pzshreks like what Pzgrens have.
Become a shock AT unit!
OR
Option 2./ Same cost 70 ammo still 1 Pzshrek but shoots every 4-5 seconds. Can not pick up any other weapon. Locked to 1 Pzshrek only. Can holster Pzshrek (should be visible on the back of Sturmpio when holstered)!
Becomes the fastest AT shooter on foot. Reason being, to compensate for its lacking DPS against vehicles!
OR
Option 3./ For 70 ammo, 1 Pzshrek add snare (Panzerfaust)!
Enough to scare off the enemy. DPS remains the same but provides at least proper, viable AT support.
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3 different styles, 3 different choices!
Tell me which option you guys think you would pick?
This is what I think it needs to become somewhat proficient and a good enough AT package and a viable AT unit.
I'd go for one pzrshreck that can be holstered. Reasons - it would make the unit unique and could lead to having all your sturmpios have shrecks (it really gives you more AT power as ppl would be more willing to buy shrecks when they don't lose AI capabilities). It would give you some cool tactical options such us fighting infatry and then switching to AT duties or the other way around. Now you won't upgrade all of them with shreck cause you loose AI capabilities. The upgrade should be 60 munitiuons though. I'd love to test sth as unique as this. |
After like 5 1v1 games as USF, my build order has been 4xRE to LT and 2xMG and here's what I think. The riflenade damage output is good, not too strong and not too weak. now considering, that the upgrade costs 60 muni, it is worth mentioning that in the early game I didn't really feel the impact. But I did have the capping power which was nice. Later stages, the riflenades will do enough damage to idle squads and MG's if I manage to flank well enough, so its extra micro for my opponent. Tho keeping RE's alive requires extra attention.
Right now, its assgren + pgren blob vs riflenades and Its a good counter for this sort of axis strategy (most players play wehr atm). I haven't played anyone top50 yet, so I think this strategy is fairly difficult against a good opponent as it does require a good micro to pull off. It's a gimmic strat and I do believe this will ease off soon enough. I personally see that RE's gain a little boost with the upgrade, nothing game breaking. Also, mp bleed is quite heavy with RE's constantly dying.
Considering Team games, I had success in both 2v2 games I had, but it wasn't easy, both games dragged to 1H mark and RE's weren't the backbone of my army.
I do like the commander, but seriously, riflenades aren't as op as I read from this thread. They are different for sure, but not gamebreaking and I wouldn't mind them being as they are, a little flavor to the commander.
Now I will get some games as axis and see what others do with them.
I's somehow 350-500 rank player for axis/allies and like switching armies (I don't use key shortcuts and can't play too often) but I agree completely with the above. There are rifle nades for echelons but ost finally has some more sensible close quarter units. RE now sort of balance those long range infantry units such as lmggrens while ost got new cqc units. Let's play and experiment more before judging it too quickly. I thing that us/ost matchup got so much more veriety after this patch so thank yopu everybody who worked to implement it. |
No worries, it's cost me a few moments of "almost got the HMG out" only to watch my REs run right into it.
Cue the curb your enthusiasm music.
Happens to me too but sometimes works correctly. I haven't figured this out yet. |
This isn't a bug, that's the Area of Effect circle for the smoke -- it's huge because the green circle shows what area infantry are affected for the sprint effect.
It's the same circle that a smoke round for USF has, just enlarged.
Ok. Thanks completely didn't realise |
+160HP at vet2 is everything pershing needs to stay competitive.
I don't know. I think it is sort of brumbar on steroids anyway A very good tank. |