if you look ~3-5 min, you can see that okw base defense quickly suppresses and pin rear echelon in cutoff cap and rifles in cap point right outside the okw base.
simply put, i think this is bs. it shouldnt be this way and i am sure there are other maps like this where base defense covers sections of cap points closest to the base.
i think base defense should only defend the base territory itself.
reading these posts, although this strafe might be overperforming, i think the problem is with Anti Air availability on all the factions. although okw gets it easier with default flack emplacement and flak tier.
i think one main problem is that there are many times you can't simple build AA halftrack, quad mount M5, ostwind to counter the enemy air.
it is more like "well, if you've already gone with the tier that includes AA, good for you, but if you haven't,oh well. as the OP pointed out, opportunity cost for building an AA unit to counter is way too much.
i am aware of that 'cept twitch loading time even when i have high speed internet is choppy. while i can watch youtube on same quality with no buffering
All good comments, but there is nothing a good team can't beat !
The fear those units inspire are important, too important to remove it.
IN 4vs4, ISU or JP alone won't give you victory, but a good team will.
I change my mind about those 2 units after watching a lot of high ranking matches. Those units are important yes, but they don't win the match. it's bold innovative moves, good timing and team play that bring victory.
I remember a match where Bartonpl bait,flank and killed an ISU-152, what a brilliant move!
This is a hard game to learn and master, especially for Allies, so to succeed, we must put some sweet into it. For the satisfaction it bring, it's worth the investment.
The more i learn it, the more i find that COH2 is a great game.
Thanks.
yes. a good team can beat a lesser team with JT or ISU. just because they are counter-able, that does not mean isu should squad wipe regularly or jt should one shot light tanks and two shot most of allied vehicles from a mile away disregarding the terrain.
sturm officer + ost mort snipes snipers pretty good in my experience.
i also have hard time when allies go full mental cons+rifle swarm early game.
you just need to play impeccably and survive long enough without losing too much vp. i lost count of how many games me and my partner lost 2v2 as axis... when we were just gained some fotthold and initiative we've already lost too many vps and a few ghost capping and we lose.
many times, KT goes down to minimal health but double sturmpio and repair station repairs it laughably funny. stephenn did a lot of work getting kt down to very low health multiple times but that only buys him like 2 min wow.
the fact that sturm's repair speed gets stacked and repair fast means okws don't get punished for recklessly use of tanks unless actually losing them. don't really think it is fair.