gj, nice support weapon play
Thanks.
Where you been at bro, haven't seen any games posted by you lately. |
Ally made sniper so I went penal/clowncar. Early on we had 3 engineers vs 1 Sturm, funny fight. OST player was slow to help so we were able to push and keep right side. I eventually help flank left side which ally is able to hold on to after I leave. We pretty much start to dominate and ally inexplicably just drops at 21mins, from there I hold middle and throwing away units trying to put the game away before computer ally shits away the game.
Axis pulled off a slow effective flank to kill allied sniper.
They probably would have won if the Axis player matched up against CPU would have just dived and used up his resources. He was hoarding for no reason.
Since he wouldn't commit I had chances to recrew MG/mortar and keep VP pressure up. |
Probably one of the things I hate to see as it only helps the owner and not the entire team. It also seems to benefit soviets more as cons+reinforcements are cheap, so MP waste not big factor.
Highlights
Ally KV2 around 40 kills
Failed push by multiple axis resulted in dead Tiger/P4J, however I lost both tanks
Axis did a great job punishing left side of map and spamming early tanks. I didn't realize one player was cache and truck spamming so they got tanks out pretty quick.
Fairly good teamwork on both sides
Lowlights
I tried to push and kill KT, messed up lost 1 SU85 and almost lost 2nd. Pretty noobish stuff |
Are you sure nerfed is not the right word you are looking for?
As one of the players who consistently spoke for the nerf of the stealth-ninja raket from the beginning, I never thought I would be the one to defend it; but truth to be told OKW is currently one of the weakest factions in early vehicle timing(6~16 min.) along with UKF.
I'm not sure about what other good players think, but I personally put OKW next to UKF in 1v1.
Something like
SOV >= WM = USF >> OKW >> UKF
DO you mean the units themselves or the timings. FLAK track comes in around the 6 min mark, luchs is a tiny bit before 7 mins with equal fuel. So the timings aren't to bad. To me the bigger issue seems to be the tech choice. If both buildings had the option to upgrade meds/repairs I think mechanized would see a resurgence. The fact that you have to pick LV vs healing is nonsense. |
Haven't played 4v4 in a bit. Martell sent me an invite so played a two game with his friends.
Ive gotten rusty on 4v4 timings/maps, so took me a bit to get acclimated. Lost early T3476 like a complete noob, tried to help USF as he was getting owned, hit mine, my katy barraged to late to save it. We were getting slapped until we got down to 150 points. At that point, T34 blob went down to help USF with all out push while my katy barraged and then USF cali followed right after. OKW literally lost every thing including buildings except for Jagdtiger. As I went terror, I was on arty killing duty with plane drop and satchels. 1 OST player literally had no army and 4 maybe 5 lefh. Which left them quite vulnerable once we started getting aggressive.
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Vet abilities (and bonuses) should be designed around specific units and their role.
Firing position for Thompson/PPsh guards would be a bad design so I see no real reason for such a change.
A cloaked PPSH Guard hiding with firing positions active and on hold fire would work fairly well together for a trap. The acc bonus plus cooldown bonus would make it like a budget tactical advance.
For Zooks it wouldn’t be to bad as you would reload even faster right?
For Thompsons it would be fairly useless outside of forcing units out of garrisons using nade and then firing positions to put DPS them or holding onto a point. However if they pick up an LMG in the empty slot instantly becomes a zone of death. |
Ost opposite of me went with 3 MG opening, did fairly well against it but my allies seemed to be a team. They kind of turtled together and rarely came to help. AT one point I got Triple teamed, so we were way behind in gas. I ended up going PTRS Penals x3, got 2 OSTWINDS with them and he eventually gave up. The other axis gave up shortly after. |
Why upgrade Airborne guards with Thomspon rather than DP?
Thompsons is for Assault Guard, completely different unit that has no access to DPs.
Airborne gets either PPSH or DP, PPSH is free and gives smoke+cloak however they are fairly squishy. Each has their benefits as I explained in the first post. |
Good point. I somehow connect the airborne rally point with airborne Guards, probably because they have existed only in combination for a long time.
The accuracy veterancy bonus not especially bad. Guard Rifles get +30% as well. Almost every unit in the game either gets +30% or +40% in total. On a quick search, I can't find a real pattern, it is not depending on elite/non-elite nor the optimum range. However, that doesn't mean though that Airborne Guards couldn't use a +40% buff instead the +30%. Maybe that is what they are lacking.
Cons/Shocks/AssG/Commissar all get 40% which makes it fairly strange but Guards do get the best REC ACC bonus out of all of them. That leaves Airborne with the short stick as it is technically two units in one. I think the VET ACC was dropped since cloak>First strike bonus plus 40%acc could lead to some BS wipes if nades are used. However as that doesn't apply to LMG Airborne it left them in a weird spot.
As A soviet main I would like to see all Guards variants get firing positions. Could lead to some interesting performance. |
If I play Penals and my Guards drop a PTRS, I often try to pick it up with a Penal squad to get another satchel.
On the other hand, if you Penal drops a PTRS, the best choice is to pick it up with a Combat Engineer. Otherwise, just leave it be and hope that the Axis player gimps their squad by picking it up.
The Thompson upgrade should (have) definitely be fixed. It doesn't make sense that you can't upgrade after picking up a weapon, but the other way round it is fine.
Not sure why this is but my guess is the upgrade is a bastardazation of either the 2 or 4 thompson upgrade. Since most players probably instantly upgrade for Thompsons and 1 weapon slot is available it must have been meant to be a 1 slot upgrade from the beginning. I only noticed as I had no muni one game rushed the VP to try and close out the last 10 points and picked up a flamethrower. I then realized once I had the muni I couldn't upgrade the unit.
Overall AssG suck but if you manage to pick up almost any weapon they can give any other elite a hard run for their money if not outright win since their VET is fairly good. Hell their Thompsons do more damage than either elite USF thompson. |