If you put them round a corner, enemy soldiers will bunch up when turning the corner and often get killed in one volley.
Also stay far away from terrain undulations, and green cover (see- north Road to Kharkov). It'll shoot the cover and do no damage or suppression (unlike the US halftrack which suppresses using hitscan 50cals).
Other than that, treat it like a super-MG late game when you don't have the freedom to roam around as a shock unit. Suppress and force a retreat, then reposition so when the tanks come calling it'll be safe. |
Not a very entertaining game, but this is the first time I've run across this. standard meta etc etc, fast AAHT.
He half-built, or rather, 1/20th built, very large swathes of wire everywhere he could get the sturmpios. It could've been a lot worse if I hadn't attacked before he was done. Attack-move clicking on the wire doesn't cause my units- tested with Riflemen, RE, and the AAHT- to shoot and destroy the wire, but just move to the wire as if it were a normal attack-move order.
Relic if you're looking please fix. |
oh btw any noticed that in 1vs1, sometimes you still have to play the map that you vetoes before ? It happens a lot after WFA come out and I don't like it.
If it shows -3 vetoes used over the map selection area, you have to reselect them or the game will treat it as no vetoes. It happens from time to time, and is probably the cause of your issue. |
It's funny that his signature is 'let's keep it constructive'.
I like using the OKW as well, but I've got 2 games on the live version with them. The reason? I played my fair share in the alpha, and now since everyone is using them I use ostheer/soviets/occasionally USF.
That being said, OKW does have problems with the Soviets- light vehicles are much tougher to use with earlier Zis, reliable AT nades, and mines. I find they don't fare well against the heavier tanks either- the KV1, KV8, and IS2.
And Scavenge is a very good doctrine, I feel, because of the assault nades- which act as the building clearer OKW desperately needs-, the Ostwind, a mobile anti-infantry/anti-vehicle tank that base OKW can only get in the form of the P2 which isn't very effective, and cheap surprise flankers with really good DPS in the form of Jaeger Light Infantry. Throw in the super-scavenge, which is always handy, and a good artillery strike, and it's gold. It covers all the bases except anti-tank, and OKW is already very good at that. |
It does 340 damage to buildings now, and bunkers have 480 health. |
First game since the patch where I got to see the effects of the mortar buffs. He had a 81mm as his 2nd unit, I had a 120mm as soon as I could muster the CPs, and they were pretty damn annoying. Game ended with the classic T34 spam vs Tiger + T2.
Not a particularly interesting game, I uploaded more for the mortars. PPSH use also evident, the buff on them was nice. |
These guys seem to fill a very similar role to Falls, but are really really effective at range and can sprint for maximum kite power. Damn shame they don't get the infiltration grenades available in the doctrine.
Featuring someone who tried T2 -> T3485s. He wasn't extremely good, but i'll put that down to placement matches. |
What about the -10% suppression bulletins? If I stack 3 do my units get suppressed at 73% of the normal rate? That does seem like it would make quite a large difference. |
Can you tell a bit more about this unit? I dont have WF and from the times i faced it in 2v2 it looked like a elephant? what makes it different?
It shoots through buildings and terrain like a Pak 43, and has an AoE of 1.5 (compared to every other tank destroyer at 0.5) so it should be able to kill infantry (slowly). |
Relic, why do you always do this?
Don't nerf like 50 things at the same time on a single unit, it makes them unbelievably shitty.
Like, seriously, let's take Volley Fire for example, you've made REs;
1. Unable to move
2. Half as accurate
3. Lowered the rate of fire
4. Half'd the suppression value
Did you not think maybe of cutting two, or at least one of those changes out and seeing how it went? Call me crazy here but changing multiple variables at once does not yield an accurate result.
And the same thing with the USF HT. You made it more expensive, which is fine, then you made it worse which is WTF when you take it in context with a price increase.
In the case of volley you might be right. It's better to have it underperform than dominate both german factions though.
With the AAHT M15, I honestly think the nerf didn't fix it at all. The price increase is nominal- 5 fuel is 15 seconds delay. It still suppresses on the move, still will defeat the OKW halftrack easily, and will still massacre infantry since penetration means nothing vs infantry squads. Armor will still be better than the Wehr halftrack, and that takes several minutes of multiple squads firing to destroy- and the M15 can kill attacking squads in a burst, AND can suppress to make return fire ineffective to boot. |