Says he has 5 accounts specifically so he can stomp people with less experience than him.
Still complains about balance.
GG.
To be fair, many people’s toxic reactions (not that this gives us some moral high ground or anything) are the result of extremely uninformed and frankly ridiculous claims and complaints that aren’t posed in such a way to say “I can’t deal with this please help me get better”, more so as “I can’t deal with this, please nerf so I can win without getting/being better than my opponents. Please spoon feed me success”. This is a bad mentality that leads to most of the stupid stuff on these forums and really drags down the integrity of the people who say stuff like this, and a lot of people, axis and allied players alike and everyone in between, are pretty annoyed by this sort of stuff. OP seriously complained about “a-moving sturmpio spam”. FFS.
@bonerforest, I know that a lot of people on the internet and people who play games tend to be younger (I myself am), but it’s a bit facetious to automatically assume that everyone is. I’m sure a fair amount of members of this forum aren’t what you would necessarily call young people. Also, while I’m sure you had good intentions, IMO it came across as a little condescending, especially with gross generalizations about the perennial perceived decay of the younger generation and supposed bad parenting. Respect also comes with treating people as individuals and not as members of some nebulously and overly generally defined group.
Didn’t watch the replay but good flanking maneuvers would wreck them if they only have JPs and obers ( even if they have raks too) because that means no turreted tanks and no snares for them. Spam a bunch of mediums or something and pull off a good, coordinated flank (be sure to watch for mines) and you should be able to kill most if not all of his jagdpanzers, leaving his obers helpless to your unopposed mediums. I don’t know if you built them, but tank destroyers would be a bad, or more accurately, less decisive and less effective counter to this particular strategy as they couldn’t help you counter over blobs and would at best just trade with the JPs. At guns would be somewhat bad for the same reasons, and on top of that they get demolished by obers. If you see okw players use this strategy in the future, know that it’s very lopsided and vulnerable to mediums. Pack howies or 120mm mortars are also amazing against obers in general if you can manage to get them and keep them alive and firing.
Correction: Relic SAYS they're designed to be good at long range as a "defensive faction". They aren't though, objectively, observably.
"Good" means extremely threatening, lethal, absurdly high DPS.
Allies have that at close range, with literally all units, from infantry to light vehicles to tanks, while ALSO having high model count squads, allowing Allied players to bruteforce Axis units, ignore all tactical mechanics in the game (cover, line of sight, etc.) and get reliable wipes.
Ostheer, on the other hand, doesn't have that at ANY range with the sole exception of Panzergrenadiers who have a four-man squad and thus get instawiped as soon as they get in range of that high DPS (as well as to artillery shells, satchel charges, booby traps, etc.).
All other Ostheer units have low DPS at far, medium and close range. Ergo, Ostheer is never threatening to anyone.
And then on top of this Ostheer also gets worthless SMGs.
So literally every base unit Ostheer has is not threatening to anyone, ever, and we get spat upon by also being given trash SMGs from call-in units and upgrades.
So fair. So balanced. So well designed.
Oooook. Definitely an l2p issue.
Ever heard of lmg42s? They definitely have low dps at long range /s. hmg42s are also a thing. Pgrens have pretty dang high mid and close range dps. I’ve seen vet3 pgrens straight up beat my vet3 commandos before with no nades on either side and a camouflage ambush bonus on the commandos (rarely, but it happens). Their smgs are all on cheap units that come at t0 or 0cp, and one of those is an engineer unit that’s not even supposed to be a frontline fighter anyway. Of course you’ll lose if you put pios up against rangers or commandos lol. And the new stormtrooper mp40s are objectively extremely strong and on par with commando stens, while also having a situational ability that vastly increases their dps (while making them super vulnerable ofc, paratroopers have the same thing so there should be no complaints there) so that fixes any perceived problem there.
You also say “literally all” allied units have “extremely threatening, lethal, absurdly high DPS” (direct quotes) at close range. I’d like to see examples of rear echelons’ (without 120 muni of weapon upgrades ofc) and combat engineers’ extremely high close range dps please, good luck XD
Use Sherman to wipe squads with HE shells. I don't play anymore on 4vs4 but the sherman is still a good call for a 1st tank, use it to wipe lone squad or hurt a blob, use its smoke canister to make a push etc...
+1
I like to go recon support and get Shermans primarily to fight infantry and flank tanks and rely more on at guns and some zooks (never on riflemen) as deterrence for tanks. It seems to save me a lot of bleed lategame as it gives my rifles some powerful anti infantry support that you wouldn’t get with Jacksons and forces them to counter your tanks when you go on offense.
Panzergrenadiers aren't. They're midrangers like Penals.
That. Also panzergrenadiers don’t have camo. Camo is a game changer for units that have it and gives them many more options than units that don’t. Commandos and royal engineers don’t overlap in combat use at all despite both having smgs since commandos have camo and engies don’t (they also have worse dps but are far cheaper so theoretically you could just make more of them and use them as cqc) but commandos have camo which makes them better in certain respects, even if engies were hypothetically a better combat unit (they are fairly decent smg troops).
Their dps curve is slighly different, but they are still cqb units and really pay their price when used as cqb troops.
Hell they technically ARE ambush units that require smoke or sightblockers to avoid being countered by mainlines with upgrades, trading camo for better dps curve.
Pretending that BOTH can have a role in your build order at the same time is nonsense. One is going to be the top dog, the other a waste of a slot (or half), period.
This post implies you think stormtroopers are effectively useless. Check your opinions before you tell people off for not knowing how to read. Also, look up “sarcasm” and “hyperbole” and check my other post again.
Again, price literally means nothing. You can pay any price as long as you save up for it. The objectively unbalanced aspect of 222s is that they take damage from bullets. Less now, but they still get demolished by machine guns.
Meanwhile, Allied light armor gets to literally drive into your base, stand there and murder every single unit you have, and there is absolutely nothing you can do until you can bring out some kind of AT weapon. That is a HUGE THREAT to Axis players that Allied players absolutely never experience.
The OKW Flak Half-track? Yes, it's armored. It's part of the "EVERY other armored car in the entire game" that I mentioned. Which is why all 221s/222s taking bullet damage while being "armored cars" makes absolutely no sense.
What is so hard to understand about this whole scenario?
Being able to bring out vehicles that are COMPLETELY IMMUNE to bullet damage at a time in the match when literally not a single unit has any anti-tank damage capability on the field is an enormous, cataclysmic threat. It allows a single armored car or light tank to completely wipe the entire map clean of every single enemy infantry squad and lets the player take every single control point while the opponent sits in base waiting for an AT weapon.
And even when said AT weapon arrives, you can only barely claw back a single victory and fuel point with it, since bullet-immune armored cars and light tanks are fast and can patrol the entire map in no time at all, denying enemy infantry access to literally every other area not covered by an AT weapon while constantly devouring enemy munitions and being repaired over and over, then rinsing and repeating.
Do people just not understand the dynamics of the game? OKW has Raketenwerfers that can't be built early because you have to build enough infantry to hold ground, and Ostheer has absolutely no AT early. Meanwhile, every single Allied faction has handheld AT that allows all infantry units to be universal anti-infantry and anti-tank powerhouses that are never threatened by anything.
Making 221s/222s actually armored would be a tiny step in the direction of fixing this blatant imbalance.
That sounds like complete bull. Rifleman with these upgrades, especially BAR + LMG can compete against vetted German infantry, and can take out flanked team weapons quick. Hope you know they don't shoot the LMG on the move, only paratroopers do that.
Yeah stats would prove him wrong there. Even normal rifles can shred weapon team models since they have a 1.25 target size. Rifles also start with a .9 RA, which is better than volksgrenadiers (not sure about normal grens). Conscripts have a target size larger than 1 so it’s impossible for them to be dying at the same rate as riflemen.
Or, here's a crazy idea... make all 221s/222s ACTUALLY ARMORED like EVERY other "armored car" in the entire game.
But no, it's only Allies who get to drive around and into melee range of enemy infantry and instawipe them as long as there's no AT on the field. Why should all factions have the same threat and lethality? Clearly, all those Axis players don't deserve to pose a real threat.
The main focus seems making the commanders "thematically fitting"
The synergy in revamped commanders seems to be mods last concern honestly, just like they don't really care about keeping """non basic""" units (anything that isn't mainline, mediums, TD, mortar, mg and a few light vehicles...so basically any unit that isn't included in the straightforward cross-faction build order) viable in balance patches.
I mean, can someone really give me a solid reason that explains why we need Stormtroopers in a doctrine that grants Panzergrens with passive and offensive buffs for 30 munitions ?
What is supposed to be the purpose of a doctrinal at gun with ai ability IN THE ONLY SINGLE FACTION that gets the only non doc at gun with an ai ability ?
What is supposed to be the point of m3 halftrack when wc51 can now capture, mount a buffed 50 cal, transport troops, use mark target and drop heavy arty in THE ONLY faction THAT HAS ALREADY a mobile NON DOC reinforce and heal truck ?
It's flawed, and the fact that we have a doctrine that has been in the revamp patch II times only proves it.
Stormtroopers can literally turn invisible. Have fun not taking advantage of one of two units that have this extremely potent ability. They also get an ability that improves their dps output by a ton. Definitely useless, especially with useless camouflage that only lets you infiltrate behind enemy lines completely undetected. But of course you’re right, -10% RA is much much much better than that.