so i actually decided to watch your replay because you provided one. heres my feedback
dont use your first engi to fight --> cap with it
dont get scour car first --> get penal, cap 1 point
go for muni first fr faster flamer
use your units in conjunction--> you fought a lot with single units in bad positioned
you capped with scout car when it was loaded -> at this point you should have attacked the mg s
you had 70 muni and you still didnt get the scout car flamer. instead you threw a satchel -> thats not cost efficient
firtst cap muni, so you can get flamer earlier
you had no map control and no heal, but you decided to get t3--> this forced your to be idle a lot because you hadt got enough fuel
get t3 after medics.
at penals were good. but why 2 sqads? this cost you ant inf power, but he had only inf
you let your mg too far behind when you regained map control. use it to cover front munis/fuels
to sum up: you chose bad confrontations. you often let single units fight vs multiple units, sometimes even you didnt use cover
i suggest following build order: engie, penal, scout car penal
cap muni first, get 1 flamer, avoid confrontation at this time, when you have flamer car and 2 penals, attack his mg with all of that, leave other engy behind to cap and maye lay mines
get only 1 at penal -> he had only 1 vehicle, stall it and use cover
your heal was way too late, get it before t3
get muni point firstm when you lose muni point try to get it back immediately
good attacks on cutoff
Thanks, I posted the wrong one since the first game was against a different player who was better at it caused the rant. Didn't save it. It wasn't my best game due to being pissed off. I usually get the car out first against OKW to minimize bleed.
However did you notice what I was talking about, when I rewatched he was able to call in his PG/clowncar with no tech investment. |
Have you tried a single vehicle? 1 UC/vickers, or M3 scout car should do the trick.
Since your opponent doesn't have a snare and shrecks on Pgrens are expensive.
I am a SOVIET T1 player, thats what I do, in one of the games I was wiping his units. However due to no T1 building or Tech for BP1 he was able to replace and rush out the PG/clown car.
ONCE AGAIN, this specific commander allows the player to bypass BP1 to get PG, which means they have no tech delays so early pressure is unreal. |
Firstly - welcome to the alternative opener for the OST - 2x pios/assgrens and 2xMG42 into pgrens.
The main shtick of that opener is to rush enemy cutoff, while protecting your own. However, there is no mobility or flexibility to that build - until you get those PGrens out, you are a sitting duck.
Smoke MGs, flank them, use ultra-lights, abuse that long set-up time of MG42s. Use garrisons or just cap up the rest of the map - you got aroung 4 minutes of pure turtleing from your opponent.
Prepare for that shock of PGrens, mitigate it with your own MGs or baseline infantry in superiour numbers.
Everyone here is missing the point. I have played and dealt with that opening. That is not the problem.
SPECIFIC to this commander you can get PGrens without having to go BATTLEPHASE 1, it is either a mistake or was overlooked. So you will not have superior numbers due to their lack of tech investment. That creates extreme pressure on your economy to keep up. You will not have anything like you said to push it back. |
RANT!!
No shit. Thanks for giving your irreplaceable and insightful thoughts on the subject.
The problem is simple do you believe Pgren should be available before going BP1 or not? |
Rank?
Game Mode?
Map?
Faction?
Replay?
I posted 1 in the replay.
My rank before going on the losing streak was low 400 dropped to 600 I think.
1v1
Langreska was the worst abuse due to the Mid VP giving so much territory to place bunker if needed.
I played Soviet but in general USF would have the same problem. |
I just played 3 games in a row against this commander. Did someone recently use this strategy.
Most recent game, player doubles up on MG and Assault Grens rushes my Cutoff and attempts to wait out for PGREN call in. As the opponent you push them to stop the strat which helps them by building up their CP. Also due to not having to build T1 or tech they are able to keep pressure up until car comes in.
In the first games it was same player and they did build T1 for Gren snare, but again did not tech up save fuel for car. He did not attempt to cap map at all, parked his MG in front of cutoff was able to build reinforce bunker next to it and I had to completely loop around to get him. He didn't really play well either as I stole a MG from him but once the came it took to much to kill it which he promptly replaced again. At that point I said fuck it and GG.
In the end, the main issue is the ability to get PGREN without tech. Since they can save the Fuel and MP from tech and building it puts massive pressure on opponent to outplay them.
Assault grens themselves don't seem to be to big of an issue but combine with techless Pgren it is extremely oppresive. My suggestion would be to remove Pgren from car call in or require BP1 before car can be called in. |
What is up with the recent Mechanized assault use/abuse?
Last few games have been against Mech Assault, decide to go with engi opening into clown car. I see his MG is out of position so I push my Engi and follow up with scout car to force retreat. He now Pushes with 2 MG, which I repel, and see AssGren, here we go again. I am playing better than him but he keeps pressuring me. I get Penal SMG in car push 1 mg lose car but get wipe and steal MG.
Now is when the BS really hits, he is able to call in PGren+car WITHOUT having to tech up. He rushes my gas and cutoff and starts to push me back, PTRS penal damages his car but since it is dugin it takes less damage. I had my MG set up in good position and SMG penal get the kill so he is forced back again. My T70 finally comes out and I push him hard and start killing most of his units since he doesn't Have snare. I am trying to cap as much as possible to catch up in gas since he is building T3. I get lots of models but no wipes and forced back due to shreks.
I catch him out of position again with SMG and able to Kill another MG, engi and several other units when he finally quits.
I felt I was way better but the strat allows him to make up skill with cheese. |
Was on a little losing streak, 1 close where sturmtiger saved him the other not so much.
Went with commissar to see what he was making. He made kubel then volks so I sort of squatted by my cutoff to wait for his kubel. So slow penal start is even slower. He finally comes with sturm and kubel I repel them after a series of misclicks. I decide to hunt his kubel down with engi/car, get the kill then decap his gas while he decaps mine. I have pretty low map control but he doesn't seem to be making lots of inf so my guess is he is rushing mg or saving for jaeger.
I try to get as much map as possible and decide to YOLO his Battlegrouppe, I get 2 satchels off but am far from the 3rd. I send most of my units there to try and mess with his micro while I hide behind his building so his MG cant suppress me. After clinching as hard as I ever have I get the satchel off with my lowest HP/Model Penal. At that point I am low on MP and late for a LV so I decide to heal up and trade as much as possible. Little by little I force him back until he Surrenders. |
I would disagree. Su76 should get 160 damage with vet. It would not make ost t3 usseles in the slightest. Durability would be the drawback for su t3. Su players would still go t4 because of how flimsy the su 76 t70 and m5 are. Its just not sustainable to stay in the lv stage in the end game (Ost also is usualy not behind in the armour game as keeping their panzers alive is easier)
It would reward su players for keeping the su76 alive and vetted. Su76 would still struggle vs ost t4 or okw panzer 4 and panthers tigers kt etc.
My bad, thought it meant base 160 damage, 160 with Vet would be great.
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SU-76
Due to the SU-76's limited gun traverse which forces the unit to always rotate onto target, the moving accuracy is being increased to help compensate for this penalty. The SU-76 will still not be particularly strong at chasing due to its limited gun traverse, requiring targets to be directly in front of it in a narrow arc unlike other fixed gun tank destroyers.
Moving accuracy from 0.5 to 0.75
Great to see my suggestion applies but like I said this should be made for all fixed turret medium tank destroyer, because they are particularly crippling to use in 1vs1 due to their need to rotate.
The SU-76 itself has other issues, like not finding a niche role especially due to the low damage per shot.
Changing it back to a 160 damage per shot with lower rate of fire would give it a role as early Panzer IV counter
I think 120 would be better, at 160 SU76 would make OST T3 useless while giving little reason for soviet player to go T4. With good T70 play the Soviet user would have 1 SU76 and a second close or around the time the P4 hits the field. If OST player goes T4 they would be behind in armor even more. Adding in Doctrinal indirect like 120 mortar, B4, Howitzer and AT overwatch would even allow it to work well against OKW also. |