This forum is interesting, saying that sim city is cancer but OKW sim city is perfectly fine. Despite the fact I've always found OKW sim city harder to counter.
The only problem with this commander is counter battery is free, because it will never stop pelting it's counters.
+1 |
Hmmm.... Do any good players think it is OP?
If so do any good players who play 1v1 think it is OP?
I am by no means a good player but I think the counter battery is too noobie friendly. There's no micro involved and it's limited to range in a big map and covers whole maps in small maps. I think generally other things are okay because emplacements still require huge investments.
to make the most of the commander, emplacements need to be close to each other and the reinforcement base. to self-defend, it would probably require at minimum, 1 bofors, 1 mortar pit, and 1 repair upgraded HQ. That's over 1000+ mp.
But what do i know? I'm just a noob |
As i said, i have nothing against vanilla bofor as it is. That's the whole combination that is problematic. I think you crossed a line when you brought Schwerer into the discussion, when in fact, we are not discussing bofor, but the emplacement commander. Counter Battery is broken, auto repair buildings is too much for its cost, and that's about it. But Relic will nerf it into oblivion, as usual.
Now that we talked about schwerer, I'm not sure if this is still happening. I just remember some posters said that side upgrades for OKW HQs are going to be implemented in a future release? I don't know. |
it's not free. repairs are 200 MP and usually wiped just like how you can kill medics and engis off of a Med HQ/Rep HQ. |
Your last 2 points are blatant lies and proves that you know nothing about Axis units. If we exclude the names, the incendiary grenades Volks get and the molotovs Conscripts get are exactly the same. They even have the same throwing animation so there's no doubt they're the same thing, yet you insist on the incendiary grenades being better.
Incendiary grenades > Molotovs
Incendiary gets damage on impact and same DoT as molotov. Molotov only gets DoT and no impact damage. Animation times are also vastly different. Someone correct me if I'm wrong. |
Unfortunately you missunderstood me there. I´m not talking about any blob counter, dunno what your acutally thinking what I wrote there. Also your argument is pretty poor. It´s as sad as if I come up with "calli is op, then give axis some moveable arty aswell - cry -cry".
Let´s come back... the dive bomb isn´t more op than any other base bombing, which a lot of fractions can get. If you see flares before your units gets hit or not, makes no difference mhh?
What? tell me a base bombing commander that gives you recon and 160 muni drop. Lol, please change all flared bombing to sounds. Then, you will understand. |
I don´t correspond with your optinion, that the stuka dive bomb should be op or anything. It´s pretty difficult to use efficient on the open field. The sound is actually a good warning, loosing a AT gun, because of a 160 mun arty is also okay in my opinion. But there is still the chance to dodge. About the base dive bomb, sure it´s efficient, if used correctly in the base. Don´t retreat with all your units at once for example. Having sight in base sector is also quite hard to get. All in all it´s an hard strike if you get hit by base dive, but think about what went wrong, when your enemy could spend so time to use this combination of: 1. retreat the enemy 2. having sight in base sector 3. having mun. for the base dive. best regards.
Well, if you call it the counter blob. Please give allies a commander that has recon and a 160 muni drop with a ninja buffed AOE arty drop with no flares so they can counter shrek blob at their HQ or in base. Thanks! |
Yup, if you deploy it close enough it strikes right into the hq. Lol, it's halariously stupid.
That's just a base ability with a big AOE. PLEASE click the ability and select base sector, it does not work. It also requires continuous LoS to be effective. It does NOT one kill/one shot anything. It does light damage but requires tanks/infantry follow up. Stuka dive bomb does not. Recon, drop on retreating units does not require any follow up. Your comparison is weak at best. |
A few things to point about it Stuka Divebomb.
1. while the sound is obvious (except when ton's of other loud sounds happen at the same time or it bugs out, in which case you are buggered.) it's hardly any good indicator of where it is going to land. You know it's coming, but in the general direction of every unit in your army or your friends army. You have 6 seconds to guess wether you are getting bombed, which unit or move your entire army just to be sure.
2. In 2v2 and up it forces not just 1 player to react but the entire team. Compared to other arty where flares forces reactions in a specific area.
3. Other bombings gives both visual as well as sound cues, why should the stuka be any different? It's price is quite cheap compared to alot of other bombing abilities and it's a dead center hit every time.
I think the ability is quite unfair in it's design and is inconsistent with the games "rules" of giving a fair warning. Especially when the audio get's cluttered or it just bugs out and get no warning.
I'm not saying this is the only ability that feels unfair, there are others and I think they should be made more fair as well, regardless wether it is allies or axis.
Unfortunately, I don't see any usual pro-Axis players commenting on this. Everyone knows it's wrong. It costs 160 muni and is a lot more effective than the Allied 200+ muni globals with flares but it's largely ignored. It can drop in base in which there is no counter for retreating units since they're uncotrollable while retreating. Penile, Mistah, Zarok. waiting on you. |
the OKW flak ht is a bit useless. The USF flak ht is a lot better, even if it's more expensive.
on the other hand, a schreck blob is pretty insane.
replace schreck with faust and buff the flak ht to compensate. Allow the Flak ht to fire at a reduced rate on the move and give it a small penetration buff.
That wouldn't be wise. 1 hit from the halftrack and a squad is automatically yellow. Slow as it may be, that's a huge advantage. And why would it need a penetration buff? So it can penetrate tanks too? |