MP reduction rate? Uhm...I think they both have a pop cap of 8.
Yes, you will probably need 2 Sturms but they're still 320MP less expensive and give you nice early game firepower.
The risk of getting wiped is higher, yes. That's good IMO. It means that you can't use them as mainline AT unit against full health tanks.
Raketenwerfers + Pzfausts + AT vehicles are your main AT units and shrecks are nothing more than support and should be used to protect other units from enemy armor rushes or to finish off almost dead tanks.
I see the point you're making. It might be my elo bracket but until my heavies roll out I can expect a USF player to push his zooks up front in a similar fashion as the volks do. As for shcrecks just being a simple support.. i think that is the issue atm, the rakten, lack of panzerfaust create a reliance of Schrecks and Puma until Panther. I personally build a rakten if i suspect clown car play or a greyhound/ the wc1 jeep as the 1 shreck you'd normally have will not cut it when it comes out.
P.S. I know the greyhound is 2 cp but some of us build mines so still wouldn't have two shrecks. |
Okey, I don't know how you are playing but chasing any tanks when you see AT guns and infantry in front of you is not something any decent player would do.
Weak point = rear armor? Really? You can say this about all tanks.
By they way 110 rear armor while Wolverine and Jackson have 120/130 front armor
Please, don't use such stupid arguments.
So how you want to shoot with AT gun if Obers will kill front-man all the time?
And 3 Obers is not something weird. Most of the time you can afford 2 squads at the moment your T4 is ready. OKW is floating with MP.
I'd say 3 ober is weird for me, it's like 1-2. Also I think he was referring to if the tank over extends into your lines. Not for you to chase it into his. |
IIRC PGs cost 42MP to reinforce and also cost you 320MP. So, Sturms are already pretty cheap.
Sturms have 13% less received accuracy, PGs have 20% less received accuracy.
Sturms get -46% received acccuracy with vet, PGs get -29% rec. acc.
PGs cost you 320MP, Sturms don't (if you don't lose them).
PGs come out later (and proably have to fight against vetted / upgraded troops) whereas Sturms are your starting infantry and can be supported by a Kubel so that they don't take too much damage.
Sturms can die just as easily as PGs. I don't understand how they are "a unit they that WILL die".
Thanks for clarifying the stats. I was mistaken on some of that. They still suffer the same issue PGs do, in that 1 tank shell can wipe them or knock them to a insta retreat state. Also what is the mp reduction rate of sturms to pgs? The first sturm is free yes but you WILL need more than one.
also the drop rate |
That's pretty much what would happen, the goal here is precisely to remove the viability of versatile vet5 schreckblob of doom. Moving Schrecks to Sturmpios would mean Schreck would be used as a more defensive weapon, much less blobable, and it would fix the vet5 Volks that are seen EVERY. GODDAMN. GAME. EVER.
Even without Schrecks OKW has very decent AT in literally every tier. Dafuq OKW of all factions needs strongest, most versatile lategame infantry AT for? Because the Panther struggles against t34?
No; people usually say they need Schrecks to cope with the light vehicle stage of the game. And I agree on that point. But interesting how this early game necessity becomes extremely convenient in the late game, providing excellent source of veterancy and virtually shutting down all possibility of Allied armour flanking maneuvers.
A well-positioned Schrecked Sturmpio will chase vehicles away just fine.
IF sturms had the stats of pgs I wouldnt have an issue wit this but they are too easily killed. Instead of a uni that wont die and a unit that will die how about a middle ground? I remember at one point some people complained of sturm spam..I never saw how those things die really fast under any concentration of fire.
Also Zooks can be used offensively, they just really suck vs heavies. (also skirts) OKW at in the rakten is an rng enigma due to its love of the ground and doing on the spot geometry aiming. Puma is highly effective when micro'd, and panther is effective but don't expect it in numbers. KT is KT. |
If u use soviets properly. they can rape.
My main problem with okw is past a certain point. Your infantry simply cannont compete. Even on a basic level. So you have to go for scout car and hope for early wipes
Get double or even tripple sniper. Get katy to punish blob. Wait for call-ins
Reapeat.
If you even try to deviate from the meta. You get punished hard.
Ive beaten many as OKW an forgot to choose a commander. OKW is simply the worst decisions relic has ever made in terms of faction design.
Yea i said it. Even worse than brits
Get katy even if they dont blob the thing absolutely wrecks on a def line. Triple sniper is also a nightmare to deal with. As for the commander thing, thats more of a product of Axis. On ost I generally dont pick a commander til much later, I typically only pick one earlier if there is a def build up (mortar ht) or I realize there is a is2 doc present. as OKW I tend to go default to special operations. |
I have not seen em been OP. I have not seen much of paras anyways. Its not like they are breaking the game.
Maybe you just play the axis and dont realise paras cost huge amounts of MP and that upgrade is the most expensive lmg upgrade in the game.
They are expensive as hell. You can simply overrun em with volks blob since US player will be drained of MP pretty fast if investing too much in paras.
Wipe em with luchs and watch USF player throw in a towel.
I think what he was trying to get at was the balance fix isn't as simple as that. TBH its a mix of buffs and nerfs on Axis and Allies. |
The idea comes from Relic. Sturmpios were the ones with Schreck originally. It was changed mid-Alpha when the meta was much different and OKW had a much more severe ammo penalty.
No, I completely disagree with this. Check Sturmpio popcap and reinforce costs.
So you want 4 sturmpio squads with a schreck each? That will be more than a third of your popcap, and a 52 manpower per minute penalty included. They also reinforce at 40 per man. They would also lose some of their antiinfantry potential if they get a Schreck, and their anti infantry potential would fall off even more sharply with every squadmember down. Schrecks would be on a squishier squad that gets less defensive bonuses with veterancy.
Their versatility and utility would be a con at this point, not a pro. They can't build stuff AND detect mines AND repair stuff AND rush infantry AND attack tanks at the same time.
Maybe my games are just unlucky but the thought of going from volks to sturms with schrecks would go from a unit with a schreck that doesn't die to a unit with a schreck that dies too often. |
pathing...
pathing for tanks in this game is basically ever 3/5 drivers are drunk. Somehow survive the tank death and hop into another tank to do the same dumb driving. |
Stuka followed with shrek/ober/pak wall/lmg grens/tiger/panther
Is far more effective.
Casual 4v4 give axis the win almost guaranteed
almost guaranteed? maybe we are playing on different servers or ELO. The 4v4 allied teams I face are either a steam roll (not often) or a actual fight on the edge. Also if it comes to clearing/damaging a area that isn't too concentrated in a lien or a single spot the katy can oust the stuka in terms of area coverage.
Also no one has commented on point number one. |
Wall of text....
I edited it to be easier to read |