Profile of William Christensen
Post History of William Christensen
Thread: It could have been different8 Aug 2016, 04:00 AM
I made quite a lot of mistakes mid to late game that costed me the game, but overall, I enjoyed it In: Replays |
Thread: Theoretically, when does OKW has the advantage now?8 Aug 2016, 02:12 AM
For some reasons, I just can't get to this page on PC (I'm online this on my phone). I will try to make it works. In: OKW Strategies |
Thread: Theoretically, when does OKW has the advantage now?8 Aug 2016, 00:49 AM
After playing quite some matchs with OKW, I realized that my winning matches would just ended before I even set-up my Flak HQ (Before 20-minute mark or late of mid-game). Usually, I play quite defensive/set up ambushes around importan strategic position and let them come. They just bleed so much that they just rage-quited. On the other hand, my losing matches would usually be those that lasted till late-game stages. Yeah sure, you could say it's a L2P issue but i'm not complaining about Allies OP or anything. I'm just wondering: Is OKW still a strong-at-late-game faction anymore or has it changed? Should OKW players still have to hold their ground till late game to finally turn the tide or they should finish off their enemies before it reached late game? In the past as I remembered, Allies should try to win before late game to prevent themselves from being overrun by Axis armours. Now with recent buffs to Allies AT weaponry and nerfs to heavy armours, it seems that Axis kinda lost their edges at late game, along with Allies infantries being able to up-guns more effective than the Germans and a variety of arty weapons, it seems that if you try to hold till late game as Axis, you would basically turn yourself into an easy prey for Allies arty (Especially OKW due to their trucks) Again, i'm not asking for nerfs or buffs to anything! I just want to know at what stages do OKW have an edge over their enemies? Right now, I don't think late-game is their strengths anymore, but then when? P/S: This topic is all based around my 2v2 perspective, so it could contradict to others' perspectives. However, please answer my question and bring out your reasonings! I'm here to learn about the game. Thank you all in advance. In: OKW Strategies |
Thread: Flak HT : Which bulletin is better?8 Aug 2016, 00:19 AM
It has 5% armor increase bulletin Yeah I just checked it. It is the armour "protection", not "penetration". My bad. Don't use any and keep the surprise factor. That seems better, I guess. I mean the Flak HT is good if the enemies don't go early AT, and going this tactic would make me very much defensive. Let's surprise them when they charge in in mass blobs then (Screw you, rifle blob!!) In: OKW Strategies |
Thread: Flak HT : Which bulletin is better?6 Aug 2016, 15:55 PM
I'm having a lot of fun using the Flak HT. I don't care people say how horrible is it, I think it's a much greater suppression platform than the conventional mg: it won't get destroy too fast by indirect-fire and it can be moved around faster. Now I want to use bulletin to buff it, but there is no armour buff bulletin (Why Relic!?) so which one should I use? Or just don't since it doesn't that good of bulletins anyway. In: OKW Strategies |
Thread: Luftwaffe Ground Forces Faction Concept30 Jul 2016, 03:22 AM
The faction concept seems interesting enough, would defintely give it a try. However, I think the Aggression & Defensive part in Tier 2 & 3 doesn't seem clearly different. At the last tier you can clearly see the diffence: A mobile tank vs a stationary tank destroyer, but in previous tiers, the two just seems fairly similar, not much seperable between them In: Lobby |
Thread: Ostheer just hard29 Jul 2016, 08:04 AM
Until 1 USF mortar shell or any random indirect-fire come in and that's it! You are playing very much in a "blobbing style", which again an effective tactic (blob against blob), but I think many people would want a more, let's say, "combine-er" arms. |
Thread: Ostheer just hard29 Jul 2016, 03:21 AM
if oh is hard for you its l2p isuue. its eisieast most noob-frendly faction by far. With cheapest teching where you can get 3 diferent light vehicles while oponent only teching and have none. 3 different Light vehicles? Are we considering the doctrinal one too or what? Also, most noob-friendly faction? I'm sorry but that position is for Advance Cancer Regiment Brits. The main reason why OH seems difficult to play compared to other factions is due to their lack of survivability. Most of their infantries and vehicles are great, have good utilities but very fragile. Probably that's why you have to be very defensive as OH, but with the Brits existence where they have all those fancy, more superior weapons and blobbing being an important aspect of the game now, the conventional OH "heavily rely on team weapons" just seems really hard to help you win the fight. |
Thread: Strategy for Jaeger Armour Doctrine26 Jul 2016, 02:10 AM
So I should have gone T3! Thank you |
Thread: Strategy for Jaeger Armour Doctrine25 Jul 2016, 02:13 AM
I was thinking of giving this commander a try, but I'm not sure how. I checked Hans' strat but there are problems (Just mine, his strat is fine): - I don't have a mate to play with every single time I on, usually just go alone, and that just contradict Hans' strat which required you to communicate effectively with your mate. - I feel Ost lack of mid-game strength would already too much for me to handle. Now I would have to delay my first Panther to get the Elefant out, I'm afraid that I won't be able to survive till then since all I have to stop Allies' tanks is 2 Paks (I don't go Tier 3, and that probably my problem, right?) and they can get destroy by overwhelming Allies infantries + mortars. I'm looking for tips, advices, how to keep myself alive till the Elefant comes out and when or what maps should I use this commander. All helping relies are much appreciated! Edit: I'm talking about 2v2 so... |
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