I'd bet $100 that you could take any player from the top 100 3v3/4v4 (AT or RT), have that player go 1v1 against OMGPOP, Jesulin, Luvnest, Cata, Barton, etc and they will lose a best of three.
Not sure what that would prove, people who are better at 1v1 win at 1v1?
There are way more things to consider in a 1v1. Map control is more important, doctrine choice is more important, you have to fight on numerous different fronts constantly - which is rarely the case in mid/late game 2v2s, mistakes are punished harder and your build order has to be a lot more solid - plus you have to be much more aware of timings because individual units have a lot more of an impact in a 1v1 - meaning if you don't counter the 9minute T70 - you lost.
There I would disagree
1v1 you only have 2 things to worry about, you and your opponent
In 4v4 you have 7 other people to keep track of |
1v1 rank is a lot harder to attain than AT/RT rank. Plus 1v1 should be the most balanced mode, because it will always be the most competitive - and it will drive the truly competitive community.
I don't have a problem with the idea that 1v1 balance is the most important
This usually tends to lead to the idea though that people who play 4v4 are utter peons and their skills are derided
In the same way that "OKW early game is weak" gives us Vetlolcake |
Wow, youre right! Im in the top 100 1v1, currently top 60, for Soviets! Meanwhile you are proud of your rank 70 in 3v3 AT. Its a totally different skill level required, you are right.
I wonder how anyone can take you seriously..
The skills that enable you to do well in 3v3 are not the same as those that let you do well in 1v1.
Doesn't mean that there is no skill involved. |
Thread: Volks12 Jul 2014, 08:23 AM
I usually build about 3 and they are my main infantry for the early game
Don't get in fights you aren't gonna win because you want to get vet.
This goes double after you've put shreks on them - which you want to do because your basic choices for AT that does not cost fuel are that or rockets - later you have the option of the mountain gun though, but that's a mortar than can do AT, not a PAK.
With shreks they will vet fast, but I generally keep them back to prevent my main units (Jagd, KT, Stukas) or base area from being hit by armour.
Actual attacking and screening, that's what PFs, FJs or OSs are for
Also, the upgrade buys them cold immunity - which becomes very interesting on blizzard maps |
In big team games I think a mix will trump any match up that is all one side
OKH + OKW Beats US or Sov
US + Sov beats OKH or OKW
Not prepaed to talk below 3v3 however.
I would hate to play 1v1 as OKW and I've only done so once, and that was by accident |
It's nice for when it comes.
And it costs no fuel, so when it dies you can salvage it for a net fuel boost.
I pretty much plan on them dying because that will give me an early tech boost so long as they die where I can get to the wrecks |
I am finding OKW to be very challenging and I am enjoying playing them.
They certainly have a very steep learning curve and very much punish any mistakes.
They become demonstrably better I think once teamed up with Ostheer who can build caches and non-doctrinal infantry control.
It will be interesting to see what the player base stabilises as, randoms were pretty much all OKW on release, now I am starting to see more Ostheer show up
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2) If the late game looks to drag, tech to T4 and build a katyusha or two. This seems quite difficult to make work, is it requires quite a bit of fuel for T4, plus however much one spends on the mobile arty.
I had stopped building them and going pure Call Ins and T3. Then I started using them again and it really helped my game, one of the few things that can put serious dents into German positions through FOW
Generally though as Sovs you should build only 2 buildings, see below
3) If you've got T-34/85s coming, don't tech to T3 in the first place.
This is certainly true. Call Ins should complement you core army, so make sure you are getting different capabilities, not just the same thing only better.
Guard Motor allows you go T1-T4 and you still get the 120mm mortor for indirect, Guards for Light AT and the 34/85 seals the deal
It's been one of the most favoured doctrines for some time |
But the cables run to Skynet yes? |
So is the Faceplate God an aspect of the RNG God, or are they part of the same pantheon? |