how do you counter in 1v1 maxim spam - to mortars to guards- The 222 is not really great and the pin with the mg is a little ridiculas
counter mortar and just sit 1 vp?
just seems ost 1v1 is very weak
OKW may be in trouble, but as OST you can be glad if they went maxim spam. Entire T0+T1 is a counter to maxims. Your own MG42 in a building or green cover deals with at least one maxim, turbo-sniping major Koenig wrecks the whole six man crew in no-time, grens are really not 100% reliable against it but they can rifle-nade it from the safety of green cover and pios with flamethrower are excelent for a cat and mouse game where they use true sight to ambush Maxim entering a building. One mortar is a nice help too. |
Sure, because it isnt already an insane disadvantage past the three minutes to use a close range infantry, r-right? |
Dont forget about using the bren carrier, really early |
It all depends what's your goal.
If you want 100% math game where every P4 dies after 4 shots and Tiger after 7 shots, no bouncing, no abandoning, no misses etc etc then your goal is 100% competitive game.
But in my opinion it completly kills gameplay. Just think about best casts you have seen. Were they regular battles with no RNG involved? Not a chance.
Best casts are casts with huge RNG, great comebacks, luck or unluc etc etc this is what makes this game so great - you canno't predict it 100% of the time. Sure, you can predict that Panther will kill Sherman but sometimes your Panther can miss few shots and Sherman can penetrate (happens to me - Panthers missed 3 times, Sherman penetrated Panter's front 2 times). Did I raged that my Panther cannot kill Sherman? No becasue it was the beatuy of it.
As for call ins, people don't rely on them. Let me explain. If you feel you are doing good, no one sane will call Puma or Ostwind. They will go for tech and for P4 of JPIV (whatever). Call ins are there to help you when you are losing and this create another great depth becasue without call ins 9/10 games would be done but with call ins you can big chance to hold and finally win a battle? Isn't that great for gameplay? Your opponent also cannot blame losing to call ins because if he is winning, he must think that your only chance are call ins so he can prepare for it.
+1 |
1.Formations, some squads clump-up too much
2.Lots of maps are either entirely long range units friendly or close range units friendly, instead of containing both areas
3.Holding certain positions on the map matters more than simply holding more territory than the opponent. Probably a fault of fuel and ammo points |
So I would like setting in Africa and maybe Pacific.
Commander system entirely different, you make your own of 5-6 abilities and instead of unlocking them the way it works in COH2 you choose, whether you spend your EXPpoints to unlock everything from earliest abilities, or quick-rush something later.
Different system with tanks. Much more armor and much less health. So when a Crusader encounters PZ3, they can keep shooting at each other's front and take even more than a minute before someone penetrates. But if you attack on the back, or use some proper hard-counter like ATgun or TD, it will only take three- max four- shots to kill. Of course tanks designed for agressive rushes should maintain some higher health.
Let the player set the formation of his infantry squad.
No upkeep and pop-cap system that punishes you for keeping units alive.
Dont know how yet, but make sure that holding a ceratin part of the map will not be even remotely as important as holding simply more terriotry than opponent. Removing fuel and ammo points may help.
Make sure that every map has both "close range units friendly" and "long range units friendly" areas
Much more units in the core army part. It will actually help to balance. Because with only like 15 units, there can happen such thing that one side uses a combo of three or less units that will not get stopped by anything opponent can field. But if there would be at least 25 units, they surely can find something
More types of mines. Regular, some that stun you for a while, some that dont do damage, but instead immidiately force the unit to retreat, some that dont explode at all, but for about half a minute show you the entire sight line of the unit that got hit.
Of course the suggested anti-blob aura. Obviously polished to the max, so it doesnt trigger when you regroup to heal or something like that.
Absence of stuff that can kill a full health squad with one shot. |
Partysans.
No wait, correction: Definitely partysans.
What can be better than troops with the same stealth as commandos, that arent overpriced and have a not high but still decent DPS? And those with panzerschreck still have the "spawn in the vehicles back, shoot it and snare (occasionaly shoot again)" cheese
Also, that feeling when they spot a vet5 King tiger with 1HP left after secretely camping in front of OKWs repairing HQ for the entire game... ![:hansREKT: :hansREKT:](/images/Smileys/helpinghans/hansREKT.png) ![:hansGG: :hansGG:](/images/Smileys/helpinghans/hansGG.png) |
Of course it is useless in 1vsl. Dat's not a mode for anything heavy. But in 2vs2 it is usually GG once it arrives, if you cover and keep it behind the line |
Alternate solution would be, to make them provide light-yellow cover instead of green... maybe |
I didnt download the replays, but if it is a good sniper play or 222 spam, you can just make a funny video. |