You jst made the classic soviet mistake in 1vs1 games: if you bought tier 1 you CAN still buy tier 2. use tier 1 to gain the advantage then use tier 2 to either press that advantage or negate his flacktrack
With the current T1/T2 prices going there only to get a ZiS gun is not very cost effective, believe me I've tried. |
Double Soviets - one goes T1, other one goes T2,
USF - I'd say T2 is better as long as you support Rifles with it, but T1 works as well. You need to co operate with your team mate. |
Sry but the entire point becomes invalid when you mentioned the pak. The pak is not free and if you need to support the p4 this extensively then it shows how much better the 85 is compared to the p4. the 85 is indeed soft enough for regular AT abilities to destroy it but with a high dps 25% more hp and penetration and a low scatter which allows it to murder infantry its without a doubt the best medium generalist tank in the game next to the e8.
PaK is optional. From my experience you don't need it provided you have equal number of tanks and you use them correctly. |
Agreed 100%. All Tier build units need a boost and all call ins need a nerf so that they are equally viable. Total cost to acquire should be in that equation. KT being strong I get it. It costs a freaking fortune to call that beast in. But Tigers killing 3-4 T34/76s? Ehhhhhh not so much.
Or T34/85s shutting down Ostheer T3 completely? With no way for Ostheer to afford a Panther counter...not so good.
P4s could stand a decent enough chance against T34/85s if it wasnt for Mark Vehicle. Its like Giving Jacksons 800 HPs per at that point and being cheaper....
Sorry but PzIV can compete with T-34/85. Throw in Pak support and you're on top. Whenever I play Wermaht and see 85s on the field I don't feel like I have to go Panther or Tiger to be able to win and Vet2 PzIV is much better tank than T-34/85. The real strength of this commander is mark target and the fact they come in pairs which may catch you off guard.
I agree with the rest of your post. Never liked the way Soviets were designed. I don't mind Cons being weaker but the whole tech limitations and rubbish stock tanks forcing you to go into call ins. There is only handful useful commanders and if you decide not to pick from that pool you are going the game and that's for me is the biggest flaw and very bad game design. DLC ruining the game, because let's be honest, there is only one reason why they design CoH2 like that. |
For the M3s: timing is everything.
Your flamer + m3 hits WELL before the first schreck, let alone the first 251 flak or puma. Even 1 schreck isn't enough to keep the car in check. The schreck can only be in one place, the car has a huge mobility advantage. Any lone squads are going to get picked off/harassed/bled, forcing you to play mainly around your lone schreck squad - and god forbid you lose it.
Every game that I open with M3s I get at least one squad wipe, generally more. Plus it gives CP and vet to either penals or your engineers. Vet 2 flamer penals are super hard for OKW to deal with because Oorah lets them soft-counter Obers while completely hard-countering Volks/Sturms.
I doubt I'd open this way in the current 1v1 meta, because the 251 flak is so strong against T1 openings, however I almost always open this way in 2v2s, and have my USF partner get Capt. Capt tech utterly dominates OKW Mech openers. In my opinion it is better to open 3-4 Cons into T2 as Soviet vs OKW in 1v1.
T3 and T4 are both quite strong against OKW, again because of the timing. If you have map control going T3 for a quick T70 or T34 can be extremely punishing as OKW doesn't have access to PaKs and Raketens just suck. Their Panther is going to hit long after your initial vehicle, and you'll have either ZiS guns or Jacksons to contend with the panther anyway. If you don't have map control, you skip the tech and fall back on your IS2s or T34/85s. T3 is going to be better in 1v1 than in a 2v2, because your USF partner is probably going to rush a Sherman anyways, there isn't much need for your T3 tank.
Shocks are super good against OKW because of the way all their weapon profiles work. You can close in on Volks extremely easily, you dominate Sturms, and with proper flanking you can do well against Obers. Of course you'll lose to the Obers if you try to run straight at them but with green cover/true sight/smoke it isn't that hard to get into close range, at which point you absolutely wreck them. Biggest issue for Shocks is the Luchs/251 Flak really. But neither of those units is scary for a Con/T2 opener.
Finally, OKW has literally no good answer for Is-2s - and tends to struggle against T34/85s. The Panther can keep the IS-2 at bay, but struggles to ever kill it, especially when you have to fear AT nades/mines/ZiS constantly. Meanwhile the IS-2 is running around 1 shotting squads, laughing at schrecks and getting to vet 2... at which point your Panther is absolutely gardened.
Not to mention, you literally cannot open with a forward med truck against Soviet. You will lose to 120s every time.
If you read my post more carefully (reading comprehension is important boys!) you'll see that I never called OKW a weak faction. In fact I clearly pointed out some issues where they could be toned down/redesigned. They're undeniably the stronger Axis faction but they're absolutely disadvantaged against Soviets in 1v1 and 2v2.
Sorry, but based on my 1v1 experience I disagree.
T1 can be easily shut down by Luchs/ flack halftruck. Yes, you have early game advantage but if you have to completely dominate OKW player to come on top. If you don't he will punish you heavily. For me it's very high risk - moderate reward scenario.
Flack truck will cut you off from a part of the map and force you to fight around it and you aren't always able to destroy it with ZiS gun. When is heavily protected you'll have to wait for tanks.
Also every time you won't achieve squad wipe it's a loss as at some point OKW will reach Vet5.
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I like to use T2/T4 and commander with howitzer against OKW. Pair of SU-85 seems to be decent against Panther and Katyusha helps against these blobs.
Indirect fire is an OKW weakness and you should exploit it. I get mortar almost every game.
T1 works pretty good as well but its more risky as you are exposed to early flack halftruck or Luchs. |
Yet all the pro replays or tournaments I watch seems to paint a different picture. |
Which specific unit? And I'm not complaining, I'm pointing out that OKW can be beat, and it doesn't take a rocket scientist to figure it out. The ISG is utter fucking garbage and defending that piece of shit should be a ban worthy offense.
From my and majority posters on this forum experience, when two equally skilled players meet and one of them plays OKW, OKW player will almost always win. I had tons of games in which I could have seen my opponent being much worse than me. Worse micro, no positioning, no strategy etc. I even managed to wipe several squads and non of that mattered because in the end he was able to just flood me with his Vet5 Volks and Obers and there is nothing more frustrating than this. It wasn't the skill, wasn't my overall strategy. It was simply because he was playing broken faction. I don't mind having my are handed to me by a better player because I can learn something but against OKW that's really the case.
Also ISG is a very good unit I use almost every OKW game I play. I think you're doing something wrong if you think is useless. It provides solid MP bleed. |
Oh wonderful, another post with zero arguments refuting the original post but insulting the poster.
You were complaining about issues that aren't issues at all. You were complaining about units that are very good in their role. Sorry if I was to quick to come to this conclusion but something tells me I was right anyway.
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Oh wow another thread were the OP has zero idea what he's talking about.
OKW has so many holes in it you can easily exploit to kick the players ass, I shall list them.
1. OKW has exactly 2 indirect fire units, the worst one in the game, and arguably one of the best and NOTHING ELSE.
2. Zero medium armor, If you know how to crush, and actually support your tanks with infantry, you can very easily annihilate a OKW player by just forcing a retreat and just driving over his infantry at his medi HQ. Late game is really were OKW shines.
3. Lack of counter to scout car spam, yes no fausts means your scout cars are free to roam the map wiping squads while the OKW player prays his first shrek doesn't miss.
4. Lack of counter to AA HT, just keep your HT slightly out of range of their shreks and watch as you keep entire armies at bay! Also bonus points for killing a Puma with you AA HT.
5. Utter lack of counter to Howitzers! Enjoy wiping 3-4 squads per shell as you rain screaming hot death on their HQ's!
I'll tell you a secret. It's not OKW design, it's you. |