Probably starcraft, but it won't get any new expansions anymore. And to get "into" starcraft and be good at it, will take a long time. So it's a good RTS to get into if you're looking for a balanced & competitive game.
Build orders, Timing, reacting, micro/macro & scouting is crucial. |
its both playstyle and reaction.
but in my honest opinion
LT tier(t1?) is underwhelming trash in 99% of situations with tactical support released. Might as well go straight captain(T2) stuart+packhowie, and then get quadmount M5 halftrack from tactical support if you want suppression+ a light vehicle or even a sniper hunter/flanker. Whether you go major+jackson at that point or calliopes+zook+57mm+blob is up to you.
Any other strat/officer is pretty weaksauce compared to that. im just being real
When is it worth building the lieutenant? or do you never build it. |
its both playstyle and reaction.
but in my honest opinion
LT tier(t1?) is underwhelming trash in 99% of situations with tactical support released. Might as well go straight captain(T2) stuart+packhowie, and then get quadmount M5 halftrack from tactical support if you want suppression+ a light vehicle or even a sniper hunter/flanker. Whether you go major+jackson at that point or calliopes+zook+57mm+blob is up to you.
Any other strat/officer is pretty weaksauce compared to that. im just being real
What are the current best (meta)-commanders for the USF in 1v1 & 2v2s in your opinion?
Not to go off-topic, as I think this might help the OP aswell.
I am currently using the default commanders, but without much luck, so I have to decide which ones I should purchase for 1v1 and 2v2s.
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Counter mortar pits with Leigs, they out range them and can drop consistent damage. Don't bother with stukas since brace makes them useless.
Otherwise make sure your ostheer teammate takes a mortar halftrack since incendiary mortars force a brace and can be followed up on easily. Mortar hts also can't be effectively counter batteried.
What exactly does brace mean?
Also luch doesn't really do anything as they have anti-tank with it (emplacements etc). and units are getting supressed by their mgs/support weapons.
But I mean mainly this is a problem in the mid-game, where they setup 1big mortar pit with a lot of support with it. |
As OKW player, what do you do against a British/USF mortarcamp?
I have difficulties in both 1v1 and 2v2 against this.
They have loads of Anti Tank, Anti Infantry & Mortars... and after a while heavy tanks aswell. I'm quite clueless, sometimes I am able to push through with flanking Obers/Falls/Tanks and push from different sides... but in general I just lose too much stuff to break through and simply lose the game afterwards.
And not pushing through is not option as he has the VP.
What kind of commander/Units or strategy should I apply in 1v1 and in 2v2 (with a wehr teammate) ? |
If the Allies didn't break the Enigma code, pure speculation whether you think they could've won the war or not after it though. But this was a huge win for the Allies. |
1v1's and 2v2's have a longer early and mid game, hence the recommendation for Scavenge. In those game modes units like the JT are extremely rare, basically you just won't see them. Whereas in larger game modes you may see them every game.
The first 3 I suggested will still prove useful in 1v1 and 2v2, and there I think fortifications may even shine more. In those game modes definitely do not use elite armor.
If you are losing before late game I would recommend starting with Scavenge as it will bridge your early game into the mid game. Use Jaegers at distance, especially targeting low health squads and you will not be disappointed. You should, whenever possible, have them stand to fire, moving reduces their accuracy and since their sniper fires slowly you want every shot he fires to count.
Starting small is fine, it will remove any excuses you might have about your teammates not playing well enough. You are always welcome in larger game modes.
I see, I can really use this information!
A few more questions, (even though i'm probably asking too much).
1. When would you go for Luftwaffe or Scavenge though, on what do you decide that?
2. Scavenge and Luftwaffe both have elite units like the Fallschirmjäger and the Jagerlight recon squad.
I am not sure which one is better as they're both flanking units and need to stay on long range (although the Falls are probably better close range despite being squishy?), so wich one do you think is better and what exactly is the difference between the 2? Also how are Obersoldaten compared to these 2 elite units?
3. And how is the ober compared to these 2 units
I have the feeling that they're all both kind of the same unit apart from the abilities.
Maybe I am asking too much, but I simply don't have the answer for these questions yet xD
I am currently using both, and i'm not sure which one I prefer more yet.
Thanks for the clear answers btw! |
I've been trying to improve my gameplay a lot (as OKW) in 1v1's by watching replays to see what people opt to go for in 1v1's (commanders, buildings, units etcetc). But it's so .. diverse? It's pretty hard to determine why they went for these decisions as it's different per player.
When I am in a 1v1 as OKW against either UKF, USF or Soviets I usually am not sure when to build which structure as OKW and which vehicle to build (or maybe none at all)?
So maybe someone has some advice when to build T2,T3 and T4 ?
Do you go for T2 or T3 first? how many puma/flakHT or Luch are you going to make b4 T4, or maybe none?
I usually just do whatever feels right, but I also have games where I went straight for T4 without building armor and get punished by his tanks as I didn't build a puma.
So yeah in a nutshell: Are there certain build orders for OKW against certain opponents ?
I also couldn't find any build orders on the internet after the remake of OKW, so that's why I decided to make a topic.
I'm a pretty high level sc2 player, and just doing random crap doesn't work against high level players is what I noticed in RTS, so I have the feeling I need some structure before I continue playing 1v1's
Advice is welcome!
Thanks. |
Hi AVA,
I am exactly Imagelessbean.
For 3v3 and 4v4 you want commanders that fill out your late game roster. Early advantages will tend to only matter if the game ends before the 10 minute mark.
As a result I would pick Spec Ops, Breakthrough, and maybe fortifications for these larger game modes. Here you will want to get the advantages of having lots of late game heavy hitters.
Spec ops works wonders when combined with a Wehr player you goes heavy into vehicles. Play conservatively with your Command Panther and let it gain vet while mark targeting every vehicle you can. Use Obers conservatively as well with STG-44's and they will bleed your opponent quickly. The grenade volley option is just icing on the cake. Let your teammates know they can call on you for LoS whenever they want since you have recon flares. Radio silence will not be of much use since few players rely heavily on mini map in 3v3 and 4v4.
Breakthrough is well rounded and should be used to deal with heavy Brit play. Its JT will eat up late game Brit tanks, and can be supported by 2 rakentens if Comets are a danger. This will force your opponent to rush deep and then get annihilated trying to pick off your heavy tank destroyer. Fusilliers are filthy and easy to amass. The Sturm officer works well with a Wehr player again. Keep him well back so his buff applies to units be he is never in danger of getting killed. Drop him into buildings to prevent the force retreat from occurring. The arty in the doc should be used when an Allied push is about to happen on the point where build is occurring.
Finally, the last doc can be whatever you like, but I have not found Falls or Jaegers very good in larger games. Here they are too limited in impact and the lack of powerful late game armor in their doc to be of help. Fortifications however gives you a weak but nice source of suppression, access to the Pak 43, which will help you hold a sector from any tank, and a little more fun for volks. This commander works well when you spend your time building lots of volks and sturm pios. It tends to falter against Soviet commanders with lots of off maps, and Brit players can be a problem for it.
If you want to you can try the Sturm Tiger doc, it is ok, but too many of the abilities have limited uses and so you get only 1 or 2 commander abilities as a result from the whole doc.
All the commanders can be used, but the top 3 I listed are the preferred until you feel very comfortable with the game and you can design better strategies from that point.
Thanks and nice explanation. Do the same commanders you mentioned apply to 2v2's however ? (as I don't play 3v3 or 4v4's yet as I feel like you get a better feeling for the game in 1v1 or 2v2's, as you can't be 'carried' as much.)
My biggest problem yet is getting the map control in the early & mid-game. In the beginning it usually starts out okay, but they sometimes seem to manage to get all the VP's and mapcontrol back, and then when early armor comes out, we're (OKW & Wher) kind of done for, as we can't seem to get the VP's back. I play with a wehr teammate when i'm 2v2'ing.
And my current setup for 1v1 is: Spec-ops, Breakthrough & Scavenge.
For 2v2's I still haven't (yet) used anything besides Fortifications as I am not 100% sure what is good, and I simply love bunkers although I don't feel like it's a good 2v2 commander as the only abilities I use are bunkers, sometimes MG's And the commanders you mentioned mostly rely on having a good lategame, but I usually lose in the mid-game in 2v2's. So the Tiger won't really help me here xd.
But thank you for the information, i'll def try this setup when i'm going to start with large scale teamgames. |
Im mainly (and almost only) 1v1 player so my point of view my be now a bit biased but if I play 2v2 or 3v3 I will go more late game commaders cause ostheer can support me with lmg grens and mg42 mid game.
special ops - recon , commad panther that boost other tanks and have mark target - good in high modes
breaktrought - jagtiger is instawin late game and you can spam fussiliere because freidn have mgs
defensive - 3v3 is have more campy nature
elite armor - in 3v3 modes enemy lack more skill thust loltiger can be more useful at punishing blobs.
These commaders may not relfect 3v3 meta cause im not 3v3 player , I was just theorycrafting , if you want more , I will send you imagelessbean here ok ?
Okay, but what exactly is imagelessbean?
But you think breakthrough is one of the better ones in 2v2's? |