it only takes 2 hits to kill a ht. 320 hp. ZiS does 160 damage
that didn't happen to me ...maybe missed a shot,still ZiS is the last thing I would use as an anti-tank weapon,better use T70... |
I play both factions 50/50. I have 2:1 win ratio as soviets and 1:1 as Germans. Seriously Soviet players having nothing to complain about. They have all the best units and can exploit that fact very easily.
If you can't counter MG's, you are just bad. Ever heard of Snipers, Mortars, Clown Cars? Learn to use them. Just because you can't wipe out the MG with one Molotov any more doesn't mean they are OP.
I don't expect to wipe out an MG squad with a molotov...but when you throw 3 molotovs and the guy loses one squad member,what is that?
1 molotov thrown,the guys packs up and leaves repacks 2 meters away and continue firing...second molotov thrown,same story loses half health but no squad members,just moves away,and third molotov thrown finnally loses one member,and that's it...oh and in the meantime the guy came with another MG but that isn't OP right? anyway,that's another story |
Two snipers = free shreks for Shock Troops or Guards. Panzerschreks are not the answer when Soviet still have uncounterable snipers.
Uncounterable snipers? )...this is fun,really...you can counter snipers with your Heavy Machinegun 42,which has sniper range,LoL
You're welcome again...oh and about Panzerschrecks,nope again,wiped out with artillery three PGrens all with schrecks and guess what,not a single one on the ground
@geist 2 Pgren squads and SU 85 is gone in...20 seconds at best? |
Firstly, the damage dealt is entirely different, as well as the cooldown, reload times, and fire-on-the-move capability. In all regards the Flame HT is weaker.
Secondly, they both come on entirely different platforms. The AT Grenade has guaranteed penetration on a Flamer HT whereas a Faust does not on a KV-8. With the increased damage on the AT Nade, it makes it entirely possible to take down a Flamer HT with some well microed Conscripts.
In addition to that fact, the general durability is cheaper and the timing is off. In the time I have a Flamer HT out, it is entirely possible for the Soviet to already have a sufficient AT counter in place - a ZiS or Guards Rifle squad.
ZiS requires 3-4 shots to destroy a FlameHT,first shot hits,then the HT just goes around the ZiS and we have fried Soviets for lunch
And about the damage,that was just my opinion don't know the stats and maybe was bad micro but 4 Conscript squads burned in mere seconds,I was like Wtf just happened? ) |
Well getting an AA Halftrack works for me and everyone else? Maybe you are just bad? Also have you ever heard of harrassing their munitions? It costs 120 munitions for strafe, and you reckon he has Panzerschreks as well. I bet he also has LMG Grens and upgraded Scout Cars too does he?
Where are all these munitions coming from? Maybe you need to actually cap the munitions points once in a while? The Germans are HUGELY reliant on munitions for just about everything. Fauts, Rifle nades, LMG's, G43's, Shreks, Upgrade on AC's, Flame Haltrack, Bundle nades for PGrens, the list goes on.
Try focusing on their munitions, if you can't deny him munitions income you have simply been out played. Also against that commander he has Blitz trucks, find them and destroy them as they increase munitions income.
Seriously, there are a number of things in which you can do. Just because your Snipers, SU85's, Mortars and Guards combo doesnt work for you every game, doesnt mean Strafe is OP. It means you have to adapt and try something different. Ever heard of that?
First I wonder how much you play as Soviets in the first place,calling Soviet players "soviet scumbags" in the first place just for some observations I pointed out
Second I have my army stretched enough capping Fuel and Victory points,so no I can't stretch across the whole damn map to deny munitions
Third I don't use snipers,mortars,guards...SU 85's yes,being the only capable AT Soviets have
Fourth MG nerf in the next patch,can't wait to see you cry that MG doesn't have 360 degree arc of fire and instant pin
@UGBEAR right on point
@Sorban right on point again |
You can easily get two T34's around the time he has his first P4. Since T34's are now viable against P4's, this isn't so bad. That allows you to go T3 and then get AA, which works you just have to keep it near your guys.
You Soviet scumbags are just too reliant on your OP SU85's to kill all the Axis armour, and when this doesnt work you have a cry.
@LeWish: Don't mind him,he was raped by bears when he was little...
On-Topic: Wow great strategy so I have to keep the halftrack near my pinned infantry and the enemy's panzershreks
Good strat |
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I love how you can't do shit against those 10 Su85 camping everywhere in teamgames. Really nothing. The new influence of fuelcost on populationcap even amplifies this, because the Soviets can still spam tons of su85 while the Ostheer can get a maximum of 3 heavy tanks which already gives you a lack of infantry.
Panzerschrecks = SU 85 gone...you're welcome |
Getting a HT is often not an option at all, since you're going to NEED T4, and spending over 100 fuel just to counter an ability is ridicilous.
True,teched back to T3 for what...anti-air that doesn't do s**t? gg Relic |
I think its ok. Dont actually see base-pin as a biggie. If you remove base-pin, other fun features might be considered op as well. Arty retreating units in base is always fun and cheap, both onmap and offmap arty. As soviet, get a HT with quad if you see planes. This game is about getting a counter to the strat you are facing. If you are having problem with strafes, spread out your infantry and or get a quad-HT.
As I said,Soviet Anti-air doesn't do the job,the plane is barely destroyed at third or fourth pass when it doesn't matter anymore,infantry either dead or retreating...
And again,as I said,spreading infantry doesn't work,had infantry on that south victory in Steppes...example,when all infantry was pinned in south,tried to go help with infantry from north....bad decision,they got pinned too,I mean the area of effect on this thing still seems hilarious,just like with the tanks,IL-2 does 3 passes,no pin and usseles since the German just moves his infantry or retreats it...with the Junkers,that's another story,infantry pinned+damage does 5 passes and costs half,where is the logic here? |