Jagpanz, if facing su76, gets free vet5 and becomes invinsible.
after SU76 got buffed before this patch, I go for T4 just for SU76, in a 3v3 game my SU76 killed 3 Jagdtiger and a tiger face to face and only lose 3 SU76 in process, don't tell you think Jagpanz is better than Jagdtiger.... |
early game when I use SU, I don't see any trouble with OKW,
if you start with T0 research AT nade the sec you see kurb
if you start with T1 clown car + eng flame is way to go
if you start with T2 hold your 3rd or 4th unit until you see what enemy brings, if it is kurb get AT gun, if more infantry bring out a 2nd maxim
conscript is better infantry than volks, only trouble is strumpioneer focus fire on those when they try get close.
mid game demo is your best friend if they blob, also against OKW i like use SU76 and Quad more than T70, let your infantry in front to spot for you 2+ SU76 is very good blob counter
USF I haven't use it yet after new patch, so I can't give you any tip |
If it keeps ignoring objects it needs to lose the far aoe damage buff.
As well they have 2 different units that change with different height objects, USF mortar tank and the leig support gun. The sturm could act the same way possibly, giving more time for the player to react if fired from such a safe position
strum already only fires 1 shots per 2min at least why u want it become more useless? it is a very huge invest in game, while it a unit that is out of combat most time. it better be useful. |
Kat is a must to deal with blobs and statics positions (mgs, bunkers, mortars). These are 100% things you will find in any match.
you must haven't use SU76 to anti blob, yes 1 SU76 is not enough to anti blob, but once u got 2nd one, the two SU76 barrage at blob path together, it hurts the blob so bad on first 2 rounds, if u got 5 su76 like me, you will see only 1/4 infantry alive in my barrage circle after first round, also 5 SU76 will eat any german tanks for dinner. just consider SU76 as a upgrade version of zis-3, that can chase, have free barrage and no setup time, pak40? you saw it back a little barrage it to ground, only trouble you may have is against pak44 |
obers and falls are too much of investment atm, yet it doesn't give back enough rewards.
obers is odered from most dangerous building, it doesn't have enough survival ability, it arrive so late in the game, yet can't go into combat immediately need wait for lmg upgrade, otherwise it just a 400mp gren, also since damage reduction it doesn't perform well against vet infantries, (my lmg obers lost green cover shoot out against a vet 2 double BAR rifle, so i don't think it will win against LT either).
falls have excellent dps, but way too paper to be effective on battlefield, it need meat shield in front to take hits. people say it spawn in empty buildings behind the line and kill everything is OP, I have to say it only works half the time, as it does effectively kill mortar crews or flank HMG they maybe able to decrew it but they cant destroy those equipment so it will be some mediocre MP bleed, but many many times you spawn your falls in the middle or near the heavy enemy forces they got wiped in matter of secs before they can do any serious damage, also it is very hard for it to kill kachusha or 120mm, and will not scratch priest. which are the major art in late game, on other hands the useless irregulars can kill walking stuka or Panzerwerfer in late game much easier than falls. also if spawn falls behind enemy line when it retreats it need run though entire enemy forces in front line, the chance it go back to base safely is less than half, so it gives only 1/3-1/4 chance to survive to spawn behind the lines. can it cost 440mp damage during the spawn behind enemy line, not likely.
so I think obers should at least get their lmg back for free, and falls it need receive accuracy buff or armor buff so it can survive better. I really don't care about remove spawn by building change to paradrop thing, as it I don't use spawn by building to kill enemy art behind the line only to spawn by cutoff to uncap the cut off to force enemy draw unit back to cap it. also i think obers and falls should get reinforce price reduction as current price is too high for such fragile unit |
I don't know what it is but after patch OKW have become much harder for me as USF. Is it the Panzer IV providing them flexible armour options? Could it be more viable multi-Sturmpioneer squads? I have no idea but my veteran Riflemen with two BARs don't seem to be doing much versus veterancy four Sturmpioneers even when stationary.
i think is because sturmpioneer is cheaper and faster to reinforce so it is less mp bleed for OKW, which lead to small snowball effect that OKW can bring more to the field from early to mid game, and OKW players start using them more aggressively than before. sturmpioneer is super powerful in early game if back by HMG or kurb, it force you to retreat your force soon as they got pinned because Sturmpioneer will tear pinned units in to pieces and cost serious mp bleed. |
LT tier isin't very good, as the old meta m20 gets easily countered by a super quick cheap 220 which is cheaper yet easily beats the m20.
why not let your M20 crew come out work as AT unit and throw in your useless RE, then you got a AT sq and little m20 car, also m20 mine instant kills 222... |
I love the New T3 it have everything I used most, SU76, T70, Quad M5, ever since they buff SU76 I don't use T34 anymore, and only some times SU85, since the new patch I only go over to T4 once to get a SU85 and Katyusha other than that SU76 is enough to counter any german armor throw at you. |
Nerf damage is ok, don't ever touch the suppression again, rush to important buildings, I think ally have advantage to take important buildings first. |
maybe relic should give OKW buildings in the base a HP buff |