sometimes i dont vote but it surrenders anyway. is that a bug then? |
Then how did I get rank 11 in 3v3 AT so easily? We crush axis early and mid game with our aggressiveness. To be rank 11 after 11 games means we were most likely beating top 50-100 teams. Our 3rd partner in our team we had played a grand total of maybe 5 games with before we started.
because it is that easy for any decent AT and there are a lot of people who are high in ranks that do not actually deserve the ranks.
3v3+ AT ranks matter very little. and if i am to put a percentage value on how much your rank matters in this discussion, i would say non-percentage.
Turbotortoise's argument makes sense in that it is logical. your argument is nothing.
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I can't believe this thread right now. Arguments just kind of dissipated a page ago in favor of player attacks and strawmanning.
Anyways, in my opinion, the soviets are currently the strongest 2s and up faction because of their access to callins and decent elite infantry with doctrines. They are also arguably the best 1v1 faction if you consider the fact that they have no real weaknesses through the game. They are decent early, mid, and lategame with callins. In my opinion, they are the most boring faction, but the most powerful faction.
USF are very powerful in 1 vs. 1, due to their strong early game. However, for any game that lasts longer than 20 minutes, USF players are for the most part forced into airborne or infantry companys to have any lategame infantry firepower whatsoever. This strong early -> weak late leads to them scaling very badly in larger gamemodes (where the early/midgame passes quickly) and leaves them feeling like a support army more than anything.
OKW is currently the weakest faction in 1v1, but scales drastically in larger teamgames where it is possible to have their weaknesses covered by ostheer teammates. In 1v1, they get wrecked by soviet t1 openings, and are only on an equal footing vs. USF because of the kubelwagon. Their access to vet 5 gives them extreme power in the lategame, which makes them a but like the opposite of USF in terms of power scaling.
Ostheer is, in my opinion, the best designed faction, and the best nondoctrinal army. For ostheer, teching is linear, and they have access to all of their units by the time they are needed. T4 is a little too expensive, but there are few units in the ostheer arsenal that are currently underperforming (stugg and panzerwerfer). This huge choice of viable units allows them to pick and choose octrines that complement the individual players' style, and makes them have a lot more viable strategies. This translates into being a very good faction to use in all gamemodes. The only reason that they are not quite as good as soviets is due to soviets' ability to use callins to skip teching costs and give their early->midgame power a large boost in the endgame.
What does all this mean? It means that I believe that allies have the edge in all game modes, but only due to the callin meta. Without the callin meta to prop the soviets as a useful faction, the balance of power would be indisputably in the favor of the axis.
1v1 and 4v4 are very different. your opinion on 1v1 does not really translate to your conclusion. not only that, quiet a few 3v3+ maps have extra resource points and caches are more prevalent. which means waiting for call in actually does have more opp cost. |
...In what alternate reality do you live in were Allies are not focused around aggressive play and Axis not on defensive play?
he's argument was that ohme's implication that JT or ELE synergising very well does not translate in the real game.
but all the things that he listed also have a good or even greater chance of failing in real game.
your question is as out of place as your mouth. |
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-Allied supply drop gets countered after the Schwerer HQ is deployed and it's not as cost effective. I haven't use it in a while, but isn't it RNG the amount of fuel you get?
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no random now from my three dozen games using that comm. 30 fu always. |
You guys are 100% wrong about the current balance right now. I am shocked to see so many allied fanboys lacking objectivity. Now before you accuse me of being an axis fanboy, I'm currently ranked 11th in Allied 3v3 (name = Troll Master Water Mage, and I know the name is stupid, it was intentional). The best I have ever been on the axis side was 37th, and that was by playing our asses off. We easily got to rank #11 today without working too hard.
I agree with Alex on a lot of what he says. Ohme is wrong on a number of things: yes, in an ideal world, the Jagdtiger and the elephants do sync extremely well with the other axis teammates. But going for a jagdtiger is a massive opportunity cost, and is prohibitively expensive. The strategy to beat axis is quite simple:
- aggressive infantry play supported by mgs/at guns/snipers in order to decap territory
- early light vehicles to maintain advantage or go straight to medium armor
- infantry screen and armor pushes, allowing further decapping
- indirect fire or offmap fire on OKW HQs
- medium tank armada swarms heavy tanks with infantry blobs and furthermore supported by IS2s or t-34/85s
I prefer allies at the moment, and I fear that's because they're so damn powerful. M1919s, either on rifles or Airborne, are awesome. T34/85s with marked target, jacksons, IS2s, guards, reliable mines, the list goes on.
care to elaborate more? all the advantages listed also have chance to fail miserably in an un-ideal world.
seriously, rank in 3v3+ AT matters not. It might matter a bit but it matters the least out of all the other ranks. |
i dunno. i had no expeirience with photoshop but that vid made it possible for me to create tac maps. and photoshop is very user friendly i think. a lot of cool features are really easy to do.
if that guide did not help you, i dont think anyone can explain to you better. the only other option is getting other ppl to do the tac map for you two. |
I think the Dshk armor-piercing rounds should be on par with the Axis incendiary rounds. That alone would make it much more desirable. I would also like to see it moved to 1 cp like the MG34 so you can actually make a build order with them. Their timing is not so not.
Fuel drop is a potent ability especially since OKW base defenses aren't a guaranteed counter anymore.
Assault Guards have weak veterancy and feel like not much more than a drain on my manpower. I think they should be able to throw AT nades or have some sort of munitions based upgrade.
being able to call in an M5 is the main reason I like this commander. I go tier 2 and tier 4 in a lot of 2v2 and getting a quad mount that can reinforce is the tits.
M4C Shermans are good. The combination of their top-mounted MG and the M5 quad-mount has me picking this commander against overflights on occasions.
Lend-Lease is part of the later generation of commanders like Counterattack, Advanced Warfare, Close-Air Support and Mobile Defense; commanders with good and interesting abilities and call-ins that are overshadowed by the Ferdinand in the room (shoot me): Heavy call-in meta
My solution? Tie call-ins to tech already!
great post. i also feel that dhsk has enough aoe suppression to be felt in game and is useful as hell. |
sure it wasn't "Break Supply Line" from the Encirclement Doc? |
like this doc a lot. the m4c is the perfect flanking tank that i always want. |