they should make the suppression come earlier on the kubel imho, a vet 5 kubel late game is usually a liability |
This is literally the worst advice I have ever seen. Getting a mortar makes you lose even harder as you will be even more overwhelmed by Pgrens, Flame HT or (multiple) 222s. The M3 doesn't have a big enough window of opportunity against T1 skipping Ostheer players immediately rushing 222. Because by the time you have won a few engagements the 222 is there to chase down the M3 leaving you in a completely hopeless position.
or you could just use combined tactics like, say, how ostheer do judging by your post
maybe you just need to git gud, skipping t1 isn't an auto win |
Move Pgrens from the HQ to the tier building as a start.
Skipping T1 with call-in infantry or even without and directly going into Pgrens and 222/Flame HT is simply way too strong against Soviets who can't do anything about it non-doctrinally.
but it's so easy to punish a player who skips t1 when your Soviets, get a clown car or mortar and you're sweet |
I just realised also, when I say keep mg34 till t4 I mean the over carried one, not the pack weapon |
i made this post in the OKW thread but maybe more people would be able to see it here
would this ever work for OKW, I've had thoughts about this for a while but never bothered suggesting it
Putting stuka in t4, moving flak halftrack into t3 mechanized and turning it into a cheaper and more dedicated anti air platform, moving obers into t2 and with the new changes keeping them behind the tech lockout or keeping the mg34 unavailable till t4 and having them as a proto pzgren squad
this way all the 'mech' stays together and obers come a bit earlier for vet and incentivizes more infantry play and a progress through buildings
thoughts?
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I Inspired from your suggestion the following.
1- Battlegroup will include m34 and lelg available from the start, and ober after upgrade(maybe having additional side tech to enable Ober to upgrade there weapon, or lock the Ober weapon upgrades until T3 or T4 being built).
2 - Mechanized will include flak half truck and Infrared half truck from the start, and Panzer2 and Puma after upgrade.
3 - T4 will include Stuka from the start, and the P4, JP4 and Panzer after upgrade.
What is your thoughts?
I hope that balance team will take our suggestions in mind ,and make something useful from them.
not bad, the only dilemma I see tho would be the time required to research luchs and puma could mean they miss their window of opportunity to be useful |
would this ever work for OKW, I've had thoughts about this for a while but never bothered suggesting it
PUTTING stuka in t4, moving flak halftrack into t3 mechanized and turning it into a cheaper and more dedicated anti air platform, moving obers into t2 and with the new changes keeping them behind the tech lockout or keeping the mg34 unavailable till t4 and having them as a proto pzgren squad
this way all the 'mech' stays together and obers come a bit earlier for vet and incentivizes more infantry play and a progress through buildings
thoughts? |
in all seriousness tho assuming it's VC go for the other points while building long range arty to pressure that area or double up with your ally to stomp his side and go for that skitz flank
also if your enemy is floating then you gotta look at how you let them float in the first place and improve your early game, bunkers 'seem' cheap but when your strapped for mp/munis it can be an investment |
The issue I run into is, when you have an AT gun try and destroy it, it just gets blasted by mortars. Not to mention you're either attack grounding or have to walk into its line of fire and be suppressed. And like I don't mean that the guy is only building bunkers, he has an actual composition behind it and in mid-lategame he's just spending his float on no popcap suppression platforms. It's just the amount of effort to break a multi bunker defense is ridiculous compared to how much effort is required to operate. Another problem is typically once that person gets their campfest setup, maybe some mines and some AT guns, they can then dump all their actual infantry and tanks to their teammates side and start doubling up.
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I'm glad that they're STILL throwing patches out for this game but I need to ask why can't we do a complete rework of advanced emplacements commander, it's in my opinion one of the worst aspects of the game right now and has been a pox on British development since it's release, even in CoH 1 emplacements were cancer why didn't they learn? |