That infamous game had 3 churchills and 5 SPREAD AROUND stugs.
Literally historical blitzkrieg against France situation.
Its not indicator of anything as much as you'd like it to be otherwise.
Yes, it resulted in a knee jerk nerf and churchill got buffed due to it at the cost of pop.
Get your facts straight.
i always prepared to get stug in 2v2 if i see a ukf. but imo jp4 is more fitting to what you said. 2 stugs are not reliable enough |
I assume you mean in teamgames. People rush T4 there because T3 in teamgames is bad. Apart from the occasional Ostwind rush. It has little to do with the Brummbar being supposedly OP, more with it being the only reliable option.
ya in my rank 500 4v4, i will skip t3 as i can get carried.
even in my rank 1000 2v2, i get ostwind in t3 only or the occasional stugs to deal with ukf. p4 is too tricky to stay alive in 2v2 with double the ATG |
Umm, 2 StuGs are much more effective against churchill then single panther.
that's not true as seen from that infamous game where Churchill walked all over stugs, that was final straw to nerf the Churchill.
before that, Churchill were already very strong companion in 2v2 games, but that was final straw iirc |
bunker buster was already recently nerf. brumbar is as moderate as it can be today. it needs to deal with late game allies blob and very vulnerable to 60TD or dual 60ATG.
it has a high alpha damage that need manual fire mostly. the Churchill and KV tanks are more hardy and dual purpose than brumbar. shrugs |
why cant we just remove the HT and repalce with command p4? |
And to be in range. That's a critical component you seem to be leaving out its not on demand. It costs less muni than a recon plane because it has more requirements to fill.
This is actually why the flare on the ost FOB needs its cost reduced..
Its only lighting up a spot on the front line, just like all other unit linked flare abilities. Ukf, USF anbd okw all have recon passes non doc that can be used to scout arty. Ost has more units with natively higher LOS. Soviet have flares on their mortar...
Your vehemence certainly feels more like a personal vendetta than any actual balance concern. Did you lose a game where the soviet player used flares?
Nope, i was against uncounterable flares for the longest time
just that being moved to vet0 is very strong ability in late games.
All flares are locked behind some tech vet. Why is mortar given a free pass? Considering that performance/durability of mortars are about the same across all factions now. strange to get this extra ability
Ost has which native units with higher LOS? |
only 3v3 map i dont like is Angrymundy.
not only laney, but too much buildings to camp and favors forward retreat factions.
general mud is too big too.
i wish they can put stadtust back as a 3v3 map. I never get why it was removed from 2v2? |
I asked to turn the main bases straight instead of this weird banana shape to improve the positioning for everyone, but sadly it being unique apparently took priority over better gameplay. Same with the damn trees everywhere on Lienne Forrest that your vehicles continuously get stuck on.
yes the trees in leine forest and lanzerth ambush needs to be crushable by heavy tanks or howizters |
if you ask me, random 4v4 is not conclusive
arranged 4v4, axis probably can edge it in late game of attrition.
because of tankier tanks and various useful bulletins and commanders.
but allies can close the games faster with coordinated push en-masse, wiping and draining mp and resoure cutoffs
this is the core asymmetrical design. I dont see the problem.
You simply switch to main the faction according to your play preference, late game, turtling, blobbing, micro heavy tanks, arty spamming, 60TD sniping etc.
No reason to make units perform similarly across factions. |
as a 4v4 wehrboo and usf player, imo
-it is right, random allies team without sov is harder because of katy and strong KV/IS tank commanders. likewise, random all okw is harder because no cache and pwafer against blob
-okw early stuka helps against maxim/mortar and usf early aggressive forward camping in lane maps. wehr will struggle until pwafer is out or chose a mht commander.
-late game infantry favors vet allies blob with upgraded guns in mid-to-close range. not long range lmg grens who cant close in. obers are too expensive, late to vet and 4 man too.
-late game arty spam may happen, but is both sides that are abusing, dont single out left. spg/priests are easier to kill though.
-panthers spam is not common or an issue. they are too expensive and worthless against infantry blob. most i see is 2 panthers per player, to counter KV1 meme and Churchills. mostly is 1 panther + 1 heavy call-in. i love using 3 jacksons + bulletins buff to hunt panthers.
-allies forward retreat points are super useful in 4v4 |