Nice early use had me on the back foot, however mid/late game things become difficult |
IS-2 should really do better against Panther and this is caused by Panther's unbalanced veterancy and stats.
Really? I find that you need a Tiger to deal with the IS-2
Some nice Stuka dive bombs in this game, I approve |
Nasty one this. My opponent however seemed content in just making Cons
I feel if he'd thrown in some snipers or supports weapons things would've been very different... |
Yep HT's seem to be the way forward and help you try and hold as much field presence as possible.
G43's for when you have a pak out to deal with the SC's.
The main issue really is that snipers counter Paks and PGrens, which you really need to support your T3 armour (T4 can be very risky) to deal with the T34/85's, which will just annihilate your vehicles with mark target.
In short there is no easy counter. I've had some success with holding out to get the Tiger Ace - it's speed and target weakpoint are very useful VS T34/85's.
North Langers is especially a bitch against this strat, don't think I've won a game against any half decent opponent on it |
SS-Sonderregiment Dirlewanger in the window of a townhouse at 9 Focha Street, Warsaw, August 1944 |
Panzer VI (Tiger 1) |
A Hitler Youth soldier captured by Canadian soldiers, Caen, France, 9 Aug 1944 |
If the stug was improved, the t34/76 would need to be as well.(doesn't the stug cost 55 fuel? I can't see It being any cheaper!)
95 currently |
You would have to reduce cost of conscripts to almost nothing, because you just made them useless
I rarely use Oorah. It certainly wouldn't affect my gamestyle much. I just don't like the combination with the AT nades/molotovs - flanking should be utilised more
Any idea how to deal with clown cars, T70, defend against the ram? I got nothing
Pfausts - SC's - Shreks/Paks etc... the usual
'auto seeking nade' is just animation, it means that player AT naded your vehicle while you were in the range. Removing animation would mean you get instant AT nade without animation, nothing else
I know how it works. I meant basically use the mechanic from vCoH; the target vehicle must stay in range for the grenade to hit |
Now I know none of these things will probably change but here is what I would do (in no particular order) -
Make ram critical dependant upon health/armour and facing of vehicles, make ram cause more damage to both vehicles. Switch ram with secure territory at vet 1
Increase frontal armour of Stug, increase reload, reduce fuel cost
Make soviet sniper 1 man, switch stats to mimic Ost sniper, lower flare cost (their abilities make them different enough)
Switch trip wire flare with Oorah! at vet 1, reduce MP cost of conscripts slightly
Remove engine critical chance from Pfaust, increase damage
Remove "auto seeking" AT nades - if it moves out of range the animation won't continue to activate
Reduce MP of artillery, give fuel cost, reduce number of shots, reduce time of firing in between shots
Give soviet SC an upgrade; remove passanger capability, increase sight range
Switch Ost SC with mortar, make SC upgun T2 and increase health with the upgun
switch T34 with SU76, increase penetration of SU76, reduce T3 fuel cost
What would you change if you could..? |