Now this is how you do hype creation. After reading this I'm going to F5 until WFA comes out.
Agreed - although in this case it feels like a pessimistic hype |
It depends a lot if we are talking 1v1 or team games.
On team games, I go mostly MG42 in the beginning. As I get to T2 I compliment it with PGrens, but I try to fight only close to the MGs.
You want to avoid the blob-against-blob scenario, as it gets pretty unpredictable and ultimately boring to play. The PGrens will be super effective against suppressed enemies. Also, a blobber will always move as a single large army. Try to always cap the parts of the map is not at. Your goal is to get to the late game asap.
I don't do LMGs or Flamers, as this would spend munitions that I'll rather use on mines and the occasional Flame Halftrack and/or bundled grenades (on suppressed troops).
If he gets to 10 units on his blob, then we are talking mid to late game already. At this point some specific blob control unit will help - a Brummbar or a Panzerwerfer. On team games where there's always that dude who will only blob like there's no tomorrow, I find that 2 well-managed Panzerwerfers essentially nullify the blob. |
Tried it all.
Waited for the countdown and hit reconnect; verified game cache; restarted game; restarted steam;
Nothing worked so far
Don't wanna trash Relic, but it's *really* frustrating when a patch breaks obvious things.
Edit: Still no success, and realized in the in game chat (which ironically works) that many people are in the same situation. |
The problem is that this line of reasoning escalates. Say, you separate 2v2. Then, what do you do for teams of 2 people who want to play a 3v3 or 4v4? The answer is totally not obvious. If you go down the vCoH path of creating separated modes for everything, then you will hit the same problem of vCoH, where it took forever to play anything that wasn't automatch 1v1 or 2v2 random. For people with teammates, it was absolutely horrible.
Don't get me wrong: I totally get what you are saying here. I'm just pointing it out that this is not an easy thing to fix. I think that the solution is more around how ELO works: an arranged team should be considered "better" than a random team of the same ELO level. This way, arranged versus random would usually pitch better players on the random side.
I would be surprised if it already doesn't do that, however. As I'm pretty sure it tries to avoid matching ATs with randoms, unless you've waiting for too long and there are no other matchups. |
When you have a feature that part of the community dislikes, only the unsatisfied part tends to come to the forums and complain. And this might give the erroneous impression that "everyone is against this".
So, just for the record: I for once am glad we don't have the vCoH basic matches. That was, IMHO, the worst part of vCoH. The community was segmented into all the different automatch modes, plus basic match, making the time to find a match punishing. If you wanted to play with a buddy, you were pretty much confined to basic match, as the automatch AT modes were deserted.
And that's when the problems started. Most basic matches were set up by a team of buddies, who tweaked the rules as to benefit their faction the most, and played always on a set map, with fixed locations, running a pre-determined "script" every game. Almost every basic match lobby consisted on a game with one team full of players and the other empty. Lots of annihilate games with only the Wehrmacht team filled up. Not to mention that host would often "select" the opponents, kicking anyone who didn't look like an easy win.
It was extremely annoying and it often would take me 30 minutes to start a game, and I'd play a lot of BS matches. Now it takes me less than 5 minutes. If what you care about is PLAY, rather than TALK, I pretty much prefer the current system. I acknowledge that there are things that can be made - a separated chat room where you could friend people and from there play with them could work. But seriously, if Relic ever reverts the matching system to that of vCoH, with lobby, basic matches and everything (which I don't think they will), then I might as well go back playing that game instead. |
What an incredible commander this one is.
- Booby traps that are placed without human interaction, explode with no delay and kill entire squads. For 100M, which is actually a great price for what it does.
- An FHQ that, aside from the expected FHQ bonuses (healing + reinforcing), is also built nearly instantly (so a unit can just jump into a house in the middle of the battle and build it) and it can only be destroyed by bringing said house down.
Really, I know that balancing the game is a work in progress. I am generally satisfied with Relic's pace at releasing patches and slowly getting there.
But these kinds of things are complete BS. There is no way to defend this: these new commanders were released to be clearly OP so that people would buy them. Does anyone wanna bet that in some weeks they will be nerfed in order to balance the game?
Really, don't lose your time pointing out why the bobby traps are OP. Relic knows this from the moment they designed it. |
I find the Elephant extremely useful. You have to use it properly though. It's range is a HUGE - just for the sake of comparison, a Panther has 50 range, an SU-85 has 60, an Elephant has 100.
The fact that it is a huge and expensive tank might induce people to use it as a "spearhead" unit in your attack formation. This is very very wrong. The Elephant has to be kept behind your line. It will shoot from a huge distance, and make a lot of damage. It's DPS (including accuracy) at range 100 is the exact same DPS of an SU-85 at range 60.
Most of the cons you mentioned are not applicable if you use it right - that is, behind your line. At this position it's slow speed doesn't really matter, as well as turret speed, since at long range the turret doesn't need to turn much. Not having AOE is totally not applicable, as this is an anti-tank unit by design.
And on top of all that, it's a hard counter to SU-85 spam.
I think the Elephant is a spot on example of balanced unit. It has a purpose, it's awesome for it, but it doesn't do what it wasn't designed to do. |
HMG and Mortar Teams
• Now receive 25% more damage
Ahhh.. that's a biggie
Good to know it's not only the MG42 then... it'd be easy to "over balance" and just switch the OPness to the other side. German mortars might die a bit too fast now though, but I'll test it out. |
Ok, maybe I understood the patch notes wrong. But here's what I read:
MG42
• Damage from 4.4 to 5
• Far accuracy from 0.1375 to 0.11
• Far cooldown from 0.8 to 0.85
• Suppression from 0.00159 to 0.00085
• Rate of fire near from 1.2 to 1.1
• Rate of fire far from 1.1 to 0.9
• Weapon horizontal traverse speed from 60 to 25
• Suppression modifier applied to suppressed targets from 0.5 to 1
In other words: there wasn't a single change to the MG42's health. Meaning that this replay was not affected at all by the new patch. Those Conscripts should have killed that MG42 on the same time, on the previous patch. Anyone care to explain if I missed something here? |
I don't understand the complaints regarding SU-85. All you really need is a PzIV to destroy them.
I haven't built a single PzV in 1v1 or 2v2 game as a German. Why you would go for Panthers when you can have 2 PzIV for the same price. Bargain.
And when you will get Vet1 Blitz you don't need to flank them. You can just rush head on and get behind them using this ability.
I would only build Panthers in 3v3 or 4v4 games but rarely.
Kill a SU-85 with a PzIV? Only against a really, really bad soviet player. When I play soviet on a team game, the only things that kill my SU-85s are, by order of likeliness to do it: Elephant, Panthers and PGrens w/ shreks - and the last 2 only if they overwhelm me (i.e. have a much bigger army value in play than me) or if I make some really bad micro play. And I'm definitely not claiming to be a pro player, I'm pretty mediocre. All you need is to know how to properly reverse, seriously. |