i don't think ruse received a single patch, if we're comparing track records. xD
i've always been eager to try wargame. i appreciate their work. i may be an extreme sorta person, but not enough to just chuck the games i like out the window and jump ship somewhere else. there's room for everything, one of the glorious things about variety.
IMO Relic probably had some sort of bad experience in the past due to disclosure issues and they just don't want to take any risk whatsoever.
I mean if you were robbed by a black guy dressed like a gangster, it doesn't matter what other people say or write about how dumb or paranoid you are, end of the day you look at that black guy looking like a gangster with hands in his pockets walking towards you differently, because you learned the hard way what might happen because it actually happened.
That cringe worthy metaphor not withstanding... It's not as though they benefited by staying idle. It would have helped to've been even the slightest bit proactive.
I don't think the player base is large enough to be running both a beta and standard edition of the game, unless they were to have a small beta test group, but that really should be internal, and having volunteers for that role is really unrealistic.
Well recently I found the 2v2 OKW team hopeless. It's true I never use mg34 because I think it's bad, nor used the mechanizedHq then medichq build order especially because this means building all in your base. But... I'll give it a try....
Please tell me how early game the allies have the benefit when the okw gets an almost immediate forward retreat point that USF does not get until they tech to major like wtf???
Aggressive map presence and stronger squads.
Obviously we have to run a mile back to base to refit, okw doesn't. We have to make a ambulance to heal them okw doesn't. Which is very relative a 5 man squad with only half squad hp might as well be a 2 man squad with full hp which happens all the time. As said before Allies early game is a myth. I mean shit you even have a mobile suppressing machine that strums can repair faster than we can destroy it with like 3 squads.
You're forgetting how the forward retreat point and the concentration of force contorts the effective map presence of an OKW player, which will also be endangered unless it's placed within the HQ which naturally doesn't exert any pressure on the map. Presuming it has been placed further forward the use requires being sound in micro, you're forced to break off engagements earlier since you can't snap retreat and you have to invest a squads worth of resources to negate that, further gimping your map presence. This is also presuming the OKW player hasn't gone mech reg, while being a superb hard counter to LT. openings, takes a little more work against Cpt's.
Point is you can overwhelm us easily just because you don't have to take near the time to get back to the contested point as well as I believe this promotes okw inf blobs early on and obviously 1 vet rifle squad cant beat two or more squads at once even in cover.
Overwhelm an army? Or overwhelm the map? If the later is the case, we have a contradiction.
also early/mid game you can pull shreks out of your infantrys back pocket to react to a situation like sat a USF flak truck. We have to go alllllll the way back to base as well as spend resources to unlock them and equip them which can only be done at our base. Oh and the shrek is almost 5 times better than the zook that you can equip on the field.
At a great cost, running two grim reaper tools puts the cost at 81, which is... not awesome, but necessary. Realistically you'll get 1 tops against an M20, maybe 2 and a raketen against an m15, which is very reasonable, if not a bit lackluster. The timing of equiping your army in advance comes with strategical foresight, thus i find the timing of upgrades a strange point.
Okw is best it has been right now as far as balance the only thing they need is a walking stukka nerf. In the last patch Relic took considerable time to even out the counterparts of allies and axis as well as take away lethality. Stukka not the case way better than the katusha. With simple guessing and on some maps there is nothing you can do to get squads wiped as retreats are highly predictable. Well then don't blob you say? Then how can my infantry fight okw blobs? They can't.
I'll agree that having a weaker OKW puts them in closer in line to the other factions and arguably at the best point in its life span, but in my opinion they're far from... forgiving, to play as a faction, and your unit argument, although i appreciate a light examining the larger context of unit composition during a game, seems to put your hypothetical USF player on the serious back foot.
Whether I am wrong or not I don't care. I could care less about the alpha, i didnt even apply for it anyway because alpha tester feedback is uusally ignored anyway, plus I'm not gonna waste my time trying to play a game thats even more badly balanced than the vanilla game. What I am right about is the absolute shitstorm of balance this game has had to suffer through since release. Atleast I'm not blindly supporting everything relic does, despite them clearly not giving a shit about multiplayer for the longest time. Relic is shit, coh2 would be better in another devs hands. Fuck em.
there's something to be said about forgiveness and progress moving forward.
the biggest issue with this whole debacle in my mind is relic didn't advise community sites on how to deal with this. that would have been a great show of outreach and cooperation, but it'll take time. i hope we figure it out.
i was roflstomped as OKW by someone using the soviet community defense doctrine earlier last month. that M42 is great as a spotter for a zis gun going after trucks.
and i'm pretty sure i'd never seen those mines before. nasty.
I think it's wrong to discuss faction strength on the basis of timing. Rather, strengths lie in offensive vs. defensive design. The axis are much more defensive factions, if they manage to creep forward and take ground, they can be difficult to dislodge. Whereas the allies achieve the same by applying constant aggressive pressure until they suffer from attrition or become exhausted.