Spec Ops Commander with Flack Half Track/Infantry support gun//Flares/Command Panther, and eventually really late Obers to close the game out vs Soviet t2 play with Shock troops/ISU/t4.
Looking for feedback regarding the build more then the game itself, micro could have being much better, but Crimbo hangover and lag
The build is t2 and t1, with a call in command panther. Depending on the situation, t4 or a walking stuka/puma.
Also, not sure why opponent was moaning, t1+t2 and a command panther before I go t4. Obers have to come some day
Gonna give the replay a twirl before bed. I can't imagine the sync error will be too distracting, especially considering your casts are more on the analysis side of things rather then cosmetic.
Nice summary, Herr President, with your state of the union address.
In short, we're fecked ted
Relic don't appear to have either the resources or ability to fix longstanding issues in a timely manner, and the recent new content, WFA, made things worse if anything, performance wise and from a faction design point/balance.
On a closed map (urban etc), straight up cons (4/5) and molotovs+a flamer engineer should do the job if microed correctly in the early game. Transition to t2 and a quick t3 if it is going really well, if not, go t2, maxim and a Zis, plant lots of mines and if your holding out for call in tanks, consider t1 for a sniper. If your floating at any point, a shock trooper squad is rarely a bad option.
On an open map, well veto them, or consider a boring old t1 sniper build, something like sniper, 3 cons, sniper, healing and AT nades+Guards. Lots of mines into t2 and a Zis, hold out for call in tanks.
Fancy skipping t3 and doing an old t1-t2 start, and wait for the call in tank? Not very original, but if your starting with a t1/sniper, your unlikely to dominate the field to the extent that you'll be ahead enough that t3 can pay off (imo).
Also, i'd get t2 and an AT gun before the shocks, due to the threat of light vehicles in your build. Consider an extra engineer as well, to build the t2 so that your flamer in a m3 can do its thing. Also leaves the 2nd engineer to plant mines.
I think it is more in relation to some team game strats these days, such as double soviet, one t1, the other t2. Of course, the reason Soviets may run those strats in team games, is because they generally go on longer and Conscripts are perceived to not scale as well into the late game.
In 1's, you'll get the odd maxim build/sniper that peeves people off, they aren't very enjoyable to play against, even if they are beatable.
Also, as the game runs on, in general for Soviets, they rely on their call ins, more then any other faction, which can be annoying for all concerned. Throw in plentiful mines/demo charges due to a lack of alternatives to spend munitions on, and you got yourself a faction that in short, some people call cheesy, which is a short way of saying, poorly designed imo.