I got a bit sad when the Panther Ace died .
Also, this replay does show a pretty big difference in Tiger vs IS-2 performance. IS-2s waded into heavy anti-tank fire and bounced damn near everything until the Panthers came; Tigers had to run like sissies as soon as 1 AT gun was pointed at them and generally didn't do much. |
1) US has pretty bad AT otherwise
2) If you go airborne, you forgo stuff like Priests and E8 so you need late-game help
3) It's avoidable if you smoke/blitz out of the area
4) you usually have an advance warning that he went airborne (pathfinders or paras), plan accordingly and get AA
5) I bloody well hope a 240 ammo ability that only targets vehicles in line of sight is effective at what it does. |
Hopes:
-Call-ins tied to teching (don't think it will happen, but still),
-Nerf to some late-game units (mostly ISU and Jagdtiger)
-Kubel gets a fuel cost.
-Some infantry nerfs (Obersoldaten, Soviet snipers, further LMG tuning/nerfs in general)
-Some infantry buffs (conscripts mostly, maybe give PGrens a lil love)
-Maybe some US love, by buffing their UP units. |
convert mun to fuel and
get a flak halftrack.
I like this human, he understands.
T1's big strength is that it allows a powerful early game and lots of pressure; its big weakess is that, apart from snipers, it's next to useless later in the game and it has nothing that can harm vehicles. Use the latter to your advantage; as OKW you only need to gather 55 fuel to get the halftrack, that's not a lot. |
You know that is mathematically impossible, right?
Tiger even at 50 range got still more then 155 penetration.
The issue is more getting to that rear armor without hitting a mine, being buttoned, being focused by AT guns, antoher ISU, etc. Which is damn near impossible against a half decent player.
|
It is true that a heavy T1 opening can pressure you really good, especially as Ostheer. Penals + M3 + snipers is hard to deal with, and usually it's followed up by Guards. Still, you only to hold out until T2, the 222 at least soft counters his entire lineup, and unless he goes T2 he has no solid AT for some time. If you can retake the map, a fast P4 can end the day. Plus, Penals don,t scale as wel as grens/PGrens, so a T1 opening sacrifices late game use for a hefty early game advantage. Resist the first 10 minutes and you're in a good position.
Of course, Soviet snipers are still bullshit, and T1+T2 into call-ins is broken. But T1 in itself is mostly fine. |
I dunno, I think the ZiS does its job well enough. 6 man crew makes it tougher than the PaK and the barrage can be useful in a variety of situations. It could maybe use a slight penetration buff but that's pretty much it. |
I have no idea where you came up with that. Zis3's reload is 4.425. Pak40's reload at a rate of 2.7 to 3.1
A Pak on its worst day has more DPS than a zis3.
He means in real life rate of fire, I think. |
Fuck me sideways, this has to be a mistake right? $40 for a single player campaign? I thought this was going to be like, $10 or $20...
I mean, okay maybe it has a lot of content, but it's going to need to have a LOT of content to justify that price. And even then I wouldn't buy it, because I don't play the single player stuff :/
Yeah, I mean, Heart of the Swarm was about that price, but the campaign was big, and it came included with new units, and I think it allowed you to play all 3 races in multiplayer if you didn't have Wings of Liberty. So it's a better deal.
AA is 40$ for just a campaign. Even if it's a kickass campaign, it's way too expensive. If I recall correctly, Chaos Rising and Retribution for DOW2 were less expensive than that at 30$, and packed a full fledged campaign as well as multiplayer maps and factions.
A AA + WFA package is worth 43$ (for me in Canada). WFA alone for 22$ was OK. AA for that price? Nope. |
I don't really like it. Holding the north is key to victory and it's wide enough to be fun, but south is basically Hurtgen Forest with buildings for added ''fun''. Played a game as Ostheer 2v2, being south kinda sucked. |