more patches for us i guess. |
Uh, this doesn't even make sense. So you agree that I'm right but just don't like the way I say it?
if someone says allies are UP in 3v3+, i will agree with him as it is like a fact to me. but if he says allies are UP in 3v3+ because their artillery power is lesser than that of axis, i will disagree with him.
|
idk. im just wondering if 480mp is worth it when 240mp counterpart is only marginally worse on paper and actually do better most time in real game. |
i am actually starting to see that. i hope there would be free expansions that add some more depth like you mention.
i can only dream. |
If you even edge inside the AT snare range of a unit your going to get snared due to the tracking/ulimited range ability of snares once the unit begins to throw/fire the snare. It's quite a different animal than moving support weapons. Because both parties involved are just moving using legs, and once sees the other coming with an appreciable distance between the two.
If your not using 1919's, BARs and Shocks as well as Para's your doing something wrong.
yeah. all my wins won by propaganda, m3 shocks with m15 aaht, guards button... what was i dreaming about?
The ISG is the worst indirect fire unit in the game next to the USF Mortar HT, I don't count it because I don't count the USF Mortar HT. Both are useless and pretending like they matter is dumb.
On the other hand, pretending like the fuel penalty doesn't matter IS stupid because it has everything to do with unit cost performance and when a unit can enter the field.
again, the fuel penalty is counteracted by other advantages and abilities that only okw has.
The Tiger actually has less chance to wipe a squad/multiple models in one shot than the IS2 does due to the IS2's higher AoE.
The only thing that the Tiger has over the IS2 is ROF, but it only has 1 more ROF, so it's not really much of a advantage.
The Target weak point stun ability 1. Doesn't work on IS2's all the time, and 2. The ROF on the Pak40 is only slightly better than that of the Zis which has anti infantry capabilities as well is less likely to be wiped thanks to a higher squad count.'
The chances of a IS2 wiping a Pak40 in one shot are quite high.
less scatter, too? nit picking again i see. 1 second faster rof? not much? lolz. got forbid if twp doesnt work 100% on all armour units... especially now that it is so easy to use.
It's not pure conjecture to say that more units requires more micro. Allies have a large amount of tools in their tool box many players don't use because they lack the skill to use them.
The Jackson is the most mobile TD in the game, bar none. Most players are stupid and treat it like a SU-85. Demo charges can destroy entire armies in 1 click, most players are to lazy to even bother.
I'm actually agreeing with you, but your so determined to hate me you can't see it.
i am determined to hate bullshits, not people. i blame their upbringings. and i smell a lot of shit coming from your posts. doesnt matter if you technically agree with me. shit is shit.
|
i saw the replay. umm. ost mortar total kills 30, pack 36. not really impressive.
only reason why ost mort did "worse" is because pack howi was not the target for axis, unlike how ost mort was to you.
|
My guess is that no one in this thread has really played with the Pack Howitzer enough to know if it is actually good or not but actually called it in less than five times, tried to put it really far forward on the battlefield and forgot about it then got mad when it got wiped by a single infantry unit.
Talk of crew size is moot since you shouldn't EVER be losing models from it if played correctly. (edit) because it should always be close to your Ambulance and Major to help vet him up.
The REAL thing that would help this unit is swapping it back to its pre-WFA release spot: in Lt. tier swapped with the .50 HMG
i keep trying, moving it constant so it is close to the frontline, have it stay back and use barrage on further units.
crew size is a big thing. just because you know the principle of how to use moveable indirect fire does not mean they are not prone to wipes even when used correctly.
always close to ambulance? that is the principle i go against out of pure logic. perfect target for mortars or even better, stuka zu fuss?
i will watch the replay and try to learn. i will never give up. |
vcoh master race!
looks like you are most of all, a 2v2 player.
i dunno. i am having fun mixing cons with tier 1 or 2, or both, using terror tactics, ml20, partisans, etc etc.
mixing re with rifle, sure still kinda boring, mixing re/rifle with ass engi, lieu+/capt+/major, priest, ir pathfinder,
ost is less varied and more structured, which is the design, which i like in one of the factions, ostruppen is fun, camouflage is fun, combined armed front line centred around one halftrack, etc etc.
okw... well... okw be okw.
i might not win all the times when i pick partisans, but i firmly believe that options are out there. |
...
And you can't rush most allied indirect fire units because they can you know just move.
that is like saying at nade is useless because tanks can you know just move.
Axis do not have the raw combat power advantage early game, they don't have it mid game either. At the late game when your infantry has gotten all veted up you will finally edge out ahead, but until then you will be facing LMG Para's, 1919 spam, shocks, and con/rifle hordes.
just so much lies and just pure conjectures... wow.
The Stuka is a good indirect fire unit because it's OKW's only indirect fire unit. And it costs 130 fuel. It's by no means the best indirect fire unit in the game, the B4 takes that cake.
ISG? 130 fuel? oh you did that stupid okw fuel penalty shit.
...
The IS2 isn't "barely" better, it's got 75 more frontal armor. Yeah Axis has a better stock AT gun, as in it has 10 more penetration than the ZiS does.
tiger trades slightly less at for pretty decently better ai. but i agree. why does tiger need better ai? axis infantry takes care of that anyway. redundant...
target weak point? rof?
...which is why Allies lose more, because most players have shit micro and shit coordination.
4's are hard for allies because 90% of the time the allied team won't be putting any actual effort into playing like a team.
...
pure conjecture, numbers pulled out of an ass, said like a some statistics available in physics lab. lies, delusions, nit picking, non-logic, etc etc. |
gonna be interesting. . . . . . . .
the most important thing though is more vetoes. |