i see every high level OPW player always instapick this without fail and it wins them the game without any effort.
every single ability is way too overpowered and breaks 1v1 balance.
the 0cp extra salvage is way too unbalanced early game, you can get 5 min luchs with this thing, if you skip luchs you can get a panzer 4 before 10 minute mark with fuel conversion. how is this ok? who thought that was balanced.
2cp jaegers, theyre way too strong because they spawn with the g43 upgrade making them sniping monsters, at least make the g43 an upgrade, there is no soviet equivalent this early in the game, even shock troops can be kited. spawning in any ambient building unneeded as well, it just adds more frustration.
now the real killer is that dumb 3cp nades, 10 muni for what effectively is the ultimate anti stationary/building killer, there is nothing in the soviet arsenal that even comes close to this kind of power/cost tradeoff, the nades will 1 shot or 2 shot any building and stationary team. its incredible hard to stop them from doing it with 1 mg since obviously theyll be blobbed up and one volk doing a flank is plenty enough to take the building/team down.
there is absolutely 0 reason to use the normal nade over this, unless you already used it up.
then the 8cp ostwind that doesnt require any teching, just lol.
the barrage needs to be more expensive because you can just convert for muni and spam it all day. |
soviet elite infantry tactics
0cp elite training: give any infantry random vet 1-3 for 300 mp 30 fuel
2cp 120mm mortar
2cp soviet shock troops
2cp soviet guard rifles
14cp is2
|
it takes 2 zis shots to kill a kubel, a unit that is t0, costs 240 mp and 5 fuel
it takes 2 pak shots to kill a m5 quad, a unit that is t3, costs 270 mp and 30 fuel, along with the mandatory 120 muni upgrade
balanced game |
i always have road to kharov, minsk pocket, crossing in the woods, and langres vetoed, i refuse to play them as soviets
a single mg lock down WAY too much of the map and grenadiers/volks always have advantage because every fight will be a long range one with minimal cover
these maps encourage blobbing too much and because of the maps design its actually quite effective to just blobspam one side of the map then place an mg and move on to the other side with the blob
with mines what ends up happening is that theres just too much open ground and they do minimal damage or just simply not walk over them |
yeah they do have very good anti infantry capability, you will win your early game engagements vs those sturms and volks, as well as pions and grenadiers, but after a while theyll start blobbing them up and penals start to fall off fast.
since you didnt tech for t2 i dont see how you can do blob control if you have very little muni income and no mgs, you also dont have indirect fire or any actual anti tank until t3 or you backtech to t2 and get yourself a zis, its the main reason i only make t2 |
i dont get how to counter okw on this map at all, every spot on the map favors them
whats worse is the trucks, they usually like to put the medic truck on their chokepoint and soon afterwards their flak truck, essentially locking down mid and they can blob freely anywhere they want without consequence
ive had games where i have 80% of the map but they just have to hold that mid and they win the game |
missharvey <intel>
76561198001239855
california USA |
i dont see why this is in the game at all
it takes absolutely no skill to place the truck on a high value point like a fuel point or on a VP
it essentially locks down that entire area and it requires monumental effort from allies to take it down, even worse if they have it defended
not only does it instashred/pin any infantry coming close to it, it hurts badly any tank that is in its range too
mortars can only do so much before the OPW respond to it, by the time you have t4 and prepping with katus and su 85s they already have a horde of shrekblobs and p4/panthers to come rape your face
its one click and you have an incredible advantage, how is this skill or balance, no other faction has this kind of camping firepower at a tiny cost |
6/10 on OPW, are you serious? they have the strongest early game possible with volksspam and kubel/pion support, and they have t0 counters to for the m5 quadrush, the shrekblobs and rocket AT. even then by the time the quad comes out OPW can already make flak halftracks so they can turtle out the quad with shrek/at support |
its so frustrating to play against OKW in this patch, if the match goes longer than 30 minutes and you arent completely steamrolling him and baselocking you already lost. early game the kubel/sturm is manageable, but the volkblob spam EVERY OKW does it, even if you suppress one blob early game he has another blob coming to flank that mg. mines/demos wont work against OKW since they always get minesweepers, all a OKW player has to do is blobspam to push you off the map, get his flak HQ truck to hold half the map, and wait for luch/panzer 4s/panthers to seal the deal
even worse, they get the most OP anti infantry that shred any infantry in seconds, if you arent wiping their volks blobs they just come back as vet 5 shrek monsters that will annihilate anything, and stupid doctrines that spawn infantry in buildings that just take VPs and flank any defense lines you have |