Claiming to be intelligent on the internet forums...
Hell you might even be right but it certainly isn't wise. |
" https://youtu.be/GPhTZItRkPg?t=6m48s"
Well, I guess they knew that shrecks shouldn't be used from garrisons then... Gawd knows why they didn't implement it. |
Gas masks were due to the toxic fumes, both from the backblast and the rear of the rocket.
The fumes and backblast also meant they couldn't be used from buildings or have troops behind them when they fired. |
Not that I played particularly well, though what to do when you can neither take nor hold ground?
Every position taken was grenaded out, every squad outmatched.
Tech to tier 2 was late, was more than considering a bofors in the same place he put his Schwerer. Though going emplacements is a last resort for me.
Any advice to how this could have been prevented? |
Thread: T 34s18 Mar 2016, 02:36 AM
Soviets should be about pressure through numbers in my opinion, quantity has a quality etc. 6 man squads reflect this quite well so maybe having T34/76s only buildable in pairs for a discounted cost could be an interesting idea.
Make them almost blind ( say 15 or 20m sight range) so that they have serious problems without infantry support. |
"I think we need a new L2P commander (4€)."
Cheap at half the price and badly needed.
Excellent. |
"The bofors only counters players who have the wrong mind-set and think they need to take down the bofors ASAP."
This.
Players with a bit of patience, those who force brace, look elsewhere and then attack, take them out easily. |
"who the fuck has problems with forward placed flakhqs, build an at gun"
Want to bring your AT gun more than halfway across the map to sit next to my FRP and see how long it lasts?
"The flame nade is a molotov and is there because OKW cannot get people out of buildings. "
Except all of the other grenades, half track, ISG, Sturms close range, Obers close range, JLI long range, Luchs, Stuka.... |
With prize money at stake the top players would happily abuse the crap out of anything that worked boyo. Other than watching Hans fairly consistently lose with UKF's mobile assault and Dusty in the NA you just don't see the Brits being played.
"Grenades can be teched,"
150 manpower and 15 fuel for the mills bomb, and only then with T2. Utterly useless until you get Vet 2 squads and even then a very pale comparison to the plethora of grenades which the Axis get extremely cheaply.
"Vickers does respectable damage against garrisoned units"
When it is garrisoned itself it will win by inches against an MG42. As long as the 42 doesn't hit Vet 1 and use incendiary. Which just results in both units having to retreat to reinforce.
"sappers on a building flank (no windows) are fairly effective"
As long as there are no windows... They lose badly to Sturms etc if there are ( as they should, they are cheaper). I think you'll find early game UKF squads are likely to have dropped a model just approaching a garrison.
"mortars have good range, bofors suppression ability flat out destroys most if not all buildings in one barrage"
Waiting around for your pit to remove a garrison doesn't compare very favourably to incendiary mortar rounds, flame halftracks ( I know about the Wasp, don't go there!), grenades which can always be used as the Vickers refuses to pin etc.
Yes the Bofors can destroy the building, but not clear the garrison for you to capture. An important difference.
"not to mention doctrinal options"
Flamer engineers with mobile assault and infiltration commandos with mobile assault?
"The UKF lack of building clearing tools is only apparent within the early game (which is still extremely critical, I get that) but they gain access to plenty of tools within a few minutes of match start."
Enlighten me please. Sniper is the only one I can think of. You'll notice it is rarely used as such by the serious players.
No-one is saying that it is impossible to clear a garrison, though compare to the simply wander up to building at the cost of a model and chuch very cheap overpowered grenade in. Not rocket science.
"The lack of "serious play" probably has more to do with older factions being practiced more and being more comfortable rather than British overall performance."
If you watch the Euro ESL you'll probably have noticed the odd player choosing UKF to the amazement of the casters, and losing hard. As I say, if the Brits were overpoweringly brilliant to the point of needing their core and useful units nerfing then these same units would be dancing merrily on our screens and causing havok in the ESL.
If there was a way to nerf the Brits in 2v2 and higher ( which seems to be your favourite mode) alone then you could nerf away as far as I am concerned. As a community the majority of players only play these modes it appears, but 1v1 is where the competitive game is and small changes which might make 4v4 more playable would have massive repercussions at the 1v1 level.
|
Couldn't agree more.
The grenades are becoming far more important as Vet now works properly. Getting free grenades ( those stun ones are nasty buggers too, if they hit it's a squad wipe) which are not just overpowered but free tech or unbelievably cheap is a huge problem. Infiltration grenades are 15 munitions? That's 3 munitions per grenade.... Most of them don't have to hit, merely by chasing a unit out of cover they achieve their purpose and the flame grenades are particularly overpowered at this. How many bloody grenades types do they have? All of them seem to be massively more potent than anything available to other factions.
Shrecks too. Would like to gauge how much more effective they are then equivalent anti tank such as bazookas or piats. It is probably an order of magnitude over the piat. Not that OKW lacks anti-vehicle options without them. Not too sure why they seem to treat the mortar pit as a vehicle either. The one structure they aren't much use against is the trench, presumably as it is correctly modeled as something an anti-tank weapon would merely pass over. Mortar pits should be the same as they are dug in though a triple dual wielding shreck blob seems to be able to wipe a pit in a single volley.
I realise the need for the ISG to counter emplacements, though they counter them so hard as to make them merely a speedbump, and one which poses no risk or micro to the player. Buy 2, take out all emplacements and have massive ranged mobile indirect fire for the rest of the game which is remarkably difficult to take out even at close range. Something to do with all the models being clumped behind cover, as opposed to AT guns which have the riflemen standing aside?
The Schwerer is, other than insane Vet 5 elite squads, the biggest problem. Instantly turns the game into a 2 VP one which even if you keep hold of the other two makes for a long game which favours OKW with their call in heavies and Panthers. Other than committing multiple medium tanks or suiciding a squad to call in artillery on it ( which won't kill it alone) there really isn't any way for the Brits to take them out. FRP too so you'll be facing massed infantry which can reinforce and launch shrecks at any armoured attacking force and can easily handle AT guns and wipe them.
Generally speaking once one of the OKW squads hits Vet 4 you know you've lost short of them running over a mine or blundering them away.
By design, at what point in the game are OKW supposed to be weak? |