Hello, so I come again with another replay, this time with trying to close the game. I had it in the bag the first 20 min, then it started going downhill once CmD Panther shows up. Lost a lot of tanks trying to kill that tank with 1 shot left to die. Ended up having vet 5 Cmd Panther with ubermen running around.
I had it in the bag for the first half, then it started going downhill once Cmd Panther shows up. I could not for the life of me kill that tank. Ended up having it vet 5 LOL, such a long game. Nice comeback for my opp, he deserved it.
The thing with 4v4 is that people play them for different reasons:
- There's one side that wants TANK BATTLES GALORE. They want to pump out tanks like infantry so they can experience the chaos and brutality of late game(if it's not a stomp)
- There's this other side that wants MOBA-like battles, this is usually the players who play 1v1/2v2 but want the same things on 3v3/4v4(also the ones that want the resource reduction on the CPs)
You can't change the resource system without alienating the other side. This is where the problem comes from. I personally play team games because they're F.U.N.(heresy right?) and not as stressful as 1v1.
In the survey for WBP Relic thought it was a good idea to put specific units instead of the problems at large. But hopefully instead of buffing/nerfing specific units, the balance team should be given the scope towards ALL tanks(doc and non-doc) and not be limited to some specific no-brainer units (Comet & Cromwells come to mind) so that each tank can be balanced towards what they're supposed to be good at instead of just duct-taping stuff that leaks out the most. I prefer that Relic for their next survey should not limit balance issues towards specific units, instead just entire stuff they're related to(infantry balance instead of Gren balance, Tank instead of Panther etc.)
Plus if the Relic Gods allow they can even fix Company of Callins(Screw Tech) that predominate the meta right now that allows players to stall for heavies even if they're almost certain of losing and didn't even tech to even medium tanks. Plus some underperforming units should get buffed as well(Bulldozer Sherman should get Brummbar stats but slightly altered/Suxton should be buffed to at least Priest level/Command P4 should get normal P4 stats)
So I finished with watching the replay so here what I can say for you as a USF main:
1. Your capping order is OK but you need to learn how to shift click. To do that you simply need to hold the Shift button, then right click on the points you want to capture. This helps automate the process and you can prevent idling units which you absolutely DO NOT WANT.
2. Another thing is your WC51 use, the thing with Mechanized is you absolutely need to be point with your micro which is unfortunately not the case here. You need to put your second Rifle into your WC51 and use it to wipe any squads retreating from you or bully weapon teams that are caught in the open. You just threw it away by sending it against a garrisoned MG, didn't repair it and instead send it to it's death at the Grenadiers. It would have died a lot sooner if the faust didn't hit the ground.
3. Your Rifles should never close in the open. You will just get cut down and lose the engagement. You got lucky that the opponent was bad and let his Grens get naded to death. Number #2 rule with Rifles is "NEVER CLOSE THROUGH OPEN AREAS".
4. As USF, if you're going against MG spam, smoke before going in. Smoke denies vision and so your Rifles won't get shot at. Your Lieutenant should have smoked the Fuel point first before closing in.
5. M3 Assault Group is NEVER worth calling it in. They're just that bad.
With your opponent having uninterrupted access to his fuel and manage to disrupt yours, it's basically a GG when he got the Ostwind and you've locked in into a Commander that has no M10's(hint hint).
As a general rule, here is some tips that can be used in all maps as USF.
1. Always pair up Rifles. You should have a control group that has two Rifles going together(but not blobbed where a single MG can suppress the entire group). They can support each other if engaged and a Rifle can be used to flank another unit or have both focus fire very threatening units(Sturms).
2. ALWAYS ALWAYS ALWAYS ALWAYS ALWAYS ALWAYS ALWAYS ALWAYS ALWAYS DENY AXIS FUEL. Your late game is very weak compared to Axis unless you have a ridiculous fuel lead.
3. Smoke is your best friend against MG's.
4. Do not close in with Rifles across red/no cover if they're getting shot at.
5. Don't bash your head against an entrenched position. Flank, harass, decap other point to annoy your opponent and give you more map control.
6. Muni is more important than fuel. Yes fuel is still important, but without Muni you can't use any abilities/upgrades that make Rifles shine.
P/S: I wanted to put pics but imgur hangs on upload. Sorry bout that.
After looking at posts(a lot of them actually) that are based on having more map vetoes, I took a look at my own map veto list and I was frankly quite annoyed by the amount of vetoes we have. Rather, I prefer to look at the main problem, map design. So I took my time to look at each map and select the ones that are quite honestly bad and look at their problems. There are some maps that I didn't include but may still be bad for certain factions(OKW especially) as I think with some improvements(non-doctrinal smoke) or change in tactics may be needed:-
1. Road to Kharkov
-North Fuel is too easily rushed and garrisoned by early game units which can lead to some very frustrating effort to crack it. If you are not ready for it, it's pretty much game over as the opponent can get a substantial fuel lead over you and rush for LV to end the game right there. It's honestly quite retarded how every faction's cap order spawning North has to go secure the Fuel house first and look for any attempts to rush it.
2. Halbe
-Ah yes, where do I start, oh the MG spam. If you're going for this map just forget about CQC and go for MG's(sucks for you USF & OKW). Not to mention one MG42/Vickers can pretty much cover two capture points at the highway.
- The orientation of the map makes putting an MG there incredibly easy as they are virtually unflankable by anything. I suggest LOS blockers like bushes be placed beside the corners to prevent that from happening.
3. Market Ruins
- Honestly I don't even know where to begin, fuel too easily secured, too narrow, no room for flanking past 10 minutes. Too campy.
4. Crossing in the Woods
- Fuel rush is pretty much possible in this map. The fuel point across the river where you spawn is pretty much easy to secure and hard to cut off due to having to decap two points. I suggest just having a layout like Crossroads where a single point stretched like a line to cut off the opposite river side's fuel so it can be countered and promote flanking.
5. Bombarded Refinery
- Too much favouring CQC over anything else. Like holy hell is the map small. Brit mortar can pretty much cover your half of the entire map from the base sector it's hilarious(if you survive vs OKW).
-MG play is hard, the places where it's advantageous to put it are too easily smoked off and instantly flanked. The only region where MG play is somewhat viable is the southern part of the map.
5. All maps with summer and winter versions
- There is no reason we should have the same map but with a different colour palette(except Semiosky). Plus the snow only slows units down which need to be removed entirely.
- The only exception would be Semiosky Winter, where much more of the map is opened up due to ice. I suggest removing all Winter versions of the same map but leave Semiosky Winter and remove Semiosky Summer.
Quick question, does the Combined Arms ability still overwrite vet bonuses(as in all vet bonuses get ignored in favour of the ability)? I never saw the patch notes stating the bug has been fixed.
Hi, so after the new maps came out I tested them on live version(no one plays WBP 1.8 ;_; ) and holy hell, this map has got to be the worst map I've got to fight on as USF.
1. Cutoffs conveniently placed beside the fuel made defending them as Axis/Brits trivial. Put one MG and boom, impossible to dislodge without spending Muni.
2. Red cover almost everywhere on the highway negates the Riflemen's strongest short range advantage. Closing in to kill Volks & Grens become a death sentence. Unless you BAR up, which is delaying your grenade tech even further, Rifles plain out lose in highway battles.
3. No LOS blockers on highway made flanking almost impossible without smoke against MG walls.
This is one of the few maps that heavily favour long range battles, which USF lacks without upgrades. Crossing in the Woods has nothing on this map. Any tips on win or just veto this map?