Never and never. The game's just not built for esports and won't be without seriously balance and gameplay changes. |
OKW it fine Okw it fine Okw it fine

I think this is the most Russian comment I've ever seen. And it perfectly expresses my feelings on the matter. |
#HappyBirthdayDane We love you MVDane |
Last thing I want is for OKW to be encouraged to turtle more. Losing T4 is already very punishing for OKW as they lose access to Panther and Obers, which some would argue are required units to compete late game against allied elite infantry/ heavy tanks.
Plus they already tried having KT in T4 in Alpha. Obviously they didn't like it because they changed it to how it is now. Probably thought it was too punishing for a OKW player to lose a T4 building and thus made OKW play even more turtly than they do, which is not fun gameplay. |
3% accuracy for base infantry on every faction. Then 2 5% reload reduction for MBT (Sherman/T34/Panzer 4) for other factions. Don't play OKW but the reduction on panzershrek cost seems like it's far and away the best bulletin for OKW. |
Yeah agree with pigsoup, P4 command tank is excellent at what it does, smoke bombs are much better now that you can choose where they fall (never really have the chance to use it, but that's because elite troops, mech assault and mobile def are better in 1v1), and tactical movement is absolutely incredible with shreks. Maybe not the most useful ability, but I've played a bunch of 1v1s where my partner pops it and chases down tanks with ease.
I agree that relief infantry isn't very good, and I personally never use ambush camo due to the high micro intensity of using the ability to full effect. But, I know so people swear by ambush camo so idk. I think those abilities, as well as the Lefh need to be looked at individually, rather than the commanders. |
I would just like the option to turn chat off entirely.
Agree 100%. Changing curse words does nothing to prevent actual harassive players. A squelch option for these kinds of people, or simply an option to completely turn of chat would be welcome. |
Well I typed out like a whole page and it deleted so I'm not gonna do that again but here's a BO that's been working for me.
RE for additional capping - 3x rifles - captain/ambulance (you can get either first depending if OKW went fast T4 or T2/T3) - 57mm AT/Fuel Depo/More rifles - Major - Sherman spam.
Use infantry company and get 1911s on as many rifles as you can. Use sandbags and the 1911 HTD ability to compete with any OKW infantry including Obers. Use the captain to zone out the Luchs until you can get a Sherman out. If you can't get a sherman out in a timely manner to kill the Luchs get an AT gun to support and make sure you never bring it anywhere without a rifle nearby to AT nade it. Use light AT mines in bundles if you have the time, RNGesus can often bless you with immobilized engines which will completely negate tanks for huge periods of time. Use your shermans aggressively but not stupid, always be worried about a flanking shreck blob. Whittle away on their units slowly, OKW mp bleed is brutal take advantage of this by a few killing units constantly with your shermans. Any squad wipes you can get on Shrecks are critical, but don't risk losing a sherman over it. If you do lose a sherman, it's not the end of the world. A single OKW panther costs about as much as 2 shermans. And they can't build fuel depos.
But find what works for you. When I played Sovs, I never went T4 even when Su85s where beasts because I just wasn't good at that playstyle. Find what wins you games, the rest is inconsequential. |
So watching that 2nd replay here's a couple things I noticed.
1) You got an AT gun way too early. OKW has no vehicle that you wouldn't have been able to deal with your Captain and rifle support until you got that Sherman out. Plus he went medic truck so there was no point to the AT gun. Plus your AB, so even if somehow he pulled out a super early Luchs or you caught an aggressive T4 off guard you could've just paradropped one in.
2) Then your troop movement. You spent hella long on the right side with all of your infantry when there was a Luchs there to corner you out. That entire time you were being stalled out on the right, he had the entire left side capped, and you didn't decap his munitions nor his fuel. Until this point he only had 1 raketen and 1 shrek. Once he had those munitions he was able to get up another 2 shreks on his guys, and plant mines everywhere.
The push on the T4 building was dope, but losing your AB squad to your own demo was not. Use shift commands to plant then immediately start walking away.
Then you get a Jackson, which was pointless. The only vehicle he has is the Luchs, and you've already killed his T4 which means no possibility of a panther.
Back to your troop movements. You bunch up all of your infantry and move around in a group, which probably is what you need to do in 4v4s, but is not good for 1v1s. It makes your troops much more like to get torn up by Luchses and Leigs, which is what happened to your guys multiple. And you'll suffer from map control. In team games you have teammates to go around and cap, but in 1v1 it's all you. By bunching up all of your units, he was able to cap everywhere else and have a massive amount of munitions for mines and nades, which you just can't afford.
Also, you lost a bunch of infantry squads. I can't say for certain without actually watching you play, but it seems like you were too focused on certain engagements instead of the big picture, which caused you to lose some squads pretty carelessly. He had about equal infantry to you all game, and was floating like 1000 mp still.
By the time the KT came out you had already kind of lost due to infantry losses. Basically, I think you just need to focus more on your unit choices, unit placement and unit micro. Cap more, and keep your boys alive. If you don't use the tac map, I'd recommend you use it more. |
Idk about this other stuff, but zooks should probably be buffed so they can actually perform their role as a light vehicle killer. Probably shouldn't take 3 zook shots to kill a kubel when it only takes 2 shrek shots to kill an m3. Or at least buff the accuracy of zooks so they can actually hit a light vehicle once in a while. |