General Information
Last Visit Time: 6 Mar 2024, 06:41 AM
Steam: 76561198063512231
Birthday: 1991-04-10
Residence: Pakistan
Nationality: Pakistan
Timezone: Asia/Karachi
Game Name: Khan
Yeah do this.. I was having ridiculously long load times even when I set my graphics to low, despite having a system exceeding the recommended requirements. When I set the sound quality to low, I now load super fast. I'm sure it'll fix your performance issues too.
The options are fine IMO. Anyone who doesn't support Schrecks on Sturmpios clearly supports the 2nd option but doesn't want to admit it. Volks w/Schrecks are breaking this game.
OKW consistently has the highest winrate in 1v1 and 2v2. They are OP in 1v1: They are straight up broken in 2v2s.
Let's look at the ladder shall we? Compared to soviets, for the top10 (accurate 15-01-15, if I miscalculated please let me know):
1v1:
OKW - 2103W/443L - lose 1 out of every 5.7 games.
Soviets 5307/1742L- lose 1 out of every 4.0 games.
By comparison, US is at 1778/460 - 1L in 4.9 and Ostheer is obviously last although with a better than expected 1L in 3.8 (5035/1810)
2v2R:
OKW - 2250W/723L - lose 1 out of every 4.1 games.
Soviets - 2586W/1381L - lose 1 out of every 2.9 games.
And that's not even looking at the fact that soviets must face the (arguably) underpowered Ostheer.
Maybe it's because AT stats aren't counted? Nope, AT still says the same thing (I think it's fair to assume double ostheer is not an important factor in these winrates):
2v2 AT:
Axis - 1706W/239L - lose 1 out of every 8.1 games
Allies - 1658W/320L - lose 1 out of every 6.1 games
Top10 ladder not enough you say? I would disagree. As shown the sample size is easily large enough, but if you want tourney stats, here we go:
From Round 3 to 6 (round 2 has an incorrect calculation):
OKW total: 53W/44L - 1 in 2.2, 55% winrate, with an abysmal 9.1% winrate on Semois OKW still manages to get an above 50% winrate.
Then there's the constant 75% searching axis in 2v2 ladder.
Finally, some personal gripes:
Stuka - This thing is so fucking ridiculous. It kills any infantry it touches instantly. Only the B4 can compare, but the stuka is mobile so can never be killed. In 2v2s, this unit is massively overpowered.
Obers - Need I say more?
Vet5 - Why does this faction need vet5? Even historically this is stupid, why would troops stationed on the western front be more experienced than their counterparts on the eastern front when the most experienced ones there actually came from the fight with the soviet union. How does it make sense that a squad of volks comprised of old men and young boys can gain more experience than guard and grenadier squads that have been fighting the entire war? Of course the realism argument doesn't matter when it comes to balance, but it does when considering the faction design. It adds nothing to the game whatsoever, since gaining vet is so meaningless once you have a schreck. It only means that volks with schrecks get even better in the late game.
KT - Sure, it takes a lot to tech to. But why should this thing be completely unkillable by any AT gun and have such massive AoE it easily wipes 6-man squads in a single shot?
Schwerer Panzer T4 building - You know what, why don't we add a flak gun that completely nullifies anything not a tank in a massive radius that only long range AT can touch? Sounds good. And the worst thing is, it's only slightly more expensive fuel wise than soviet tech building that have no other function than unlock T3/T4 units.
Not to say the other factions don't have their own share of bullshit options, but OKW has by far the most and is easily the most forgiving and easiest to play faction in the game.
This. So much this.
Sums up ALL my gripes with OKW.
Spoof the header idiot. The server is probably configured to only accept game packets. You hitting it with an HTTP request and its like "I ain't no http server dafuq outta here wit dat." Use a packet editing tool. Copy the headers of the outwards bound packets from the game. Spoof a packet to the server and copy the route. #rekt
I'll try to answer your questions without being an asshole.
Basically you are trying to trace the route to the battle servers using ICMP over port 1. (Not HTTP.) Big parts of the IT infrastructure will answer to ICMP (ping) requests but most servers will not. So what we need to do is trace the route of the packages as they travel over the correct ports using the correct header. And then we will be able to follow it all the way to the battle servers.
Im at work now and don't have the possibility to capture the header for the game right now. But I'll try to check it out as soon as Im able.
I sent my IP this exact same tracert, and they told me that the point where it stalls is geographically in the same location as the penultimate hop. So they fixed me up. Thanks guys.
Honestly I'd prefer this as a vet ability to replace Combat Blitz. Combat Blitz just feels like Relic ran out of ideas and took the idea of a panzer warp drive to heart.
If any ability is the result of Relic running out of ideas, it's the point capturing ability of Soviet tanks. DansGame
Point capturing makes sense on a T-70, but an IS-2? OpieOP
Great points, well made. I sincerely hope Relic is working on a BIG balance patch that addresses these issues (among others) and makes Wehrmacht viable to play again.