Rostov is ok because you only randomly get to spawn on the bad side!?! Seriously? That is not acceptable. That map should be removed or fixed.
I don't expect to have perfectly balanced maps.
I'm quite happy to go in knowing that sometimes I may have an uphill struggle and victory is all the sweeter for it |
Sorry to tell you but good players will fire it in the retreating path not directly at the units if the enemy they are facing is good enough to move in time
A lot of players will retreat when they hear it firing
Because a lot of players will retreat, players aim to hit the retreat
Therefore if you are advancing and you hear firing you should keep moving forward. |
The only thing better than firing 3 Panzerwerfers at something is doing exactly the same thing 2 seconds later because you don't care about cool-down... |
Why am I thinking this is the sort of conversation Inverse has wanted to have with at least one boss in his time but can't?
Provoke the frustrated coder at your peril, you may be Pointy Haired but you are not his Boss |
I am so going to use that argument one day when SU-76 will get overbuffed and will start murdering everything in its range.
I'd love the SU-76 to not be pudding.
As for the STUG-E as something that fights infantry, doesn't have a turret and doesn't suppress it is way less dangerous than either flak half track |
STUG-E is not OP, for a unit that was a (mostly undeserved) joke for much of it's existence it's now actually useful.
If there is any issue it is with infantry clumping not the STUG-E itself
As for CAS:
People know my thoughts on it, yes?
http://www.coh2.org/guides/30967/close-air-support-guide
Right now we have been seeing a lot of it, because it's new for a lot of people so they want to try it and more allied players are having to play against it
In a while it will become less popular and Allied players will have adapted as best they can
When that happens, I will be prepared to see if it is OP or not, but right now it is too early to say
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Angermunde and Hill 331 are fantastic maps |
Very roughly, based on my own experience:
SOV 4v4 goes down as low as 100,000 plus because that's were I was when I started
Ost might be even lower because of larger player base.
In 1v1 my first ranks were 10,000 +
Generally I think:
There are more 4v4 than 1v1, possibly 10 times as many
There are more Axis players than Allied players
There are more Core factions than WFA
So I think:
20,000 OKH 4v4
15,000 Sov/OKW 4v4
10,000 USF 4v4
5,000 OKH 1v1
3,500 Sov/OKW 1v1
3,000 USF 1v1
Might be around the same
This gap decreases and eliminates the higher up you go
Don't expect any agreement or consensus about that however, that's just my ballpark opinion |
So:
No one there played well, but you made fewer mistakes so that's what matters. Had you consolidated more and pushed harder you could have won in 20-25 minutes, conversely had they gone Tigers and Panthers rather than spamming P-IV and PUMAs you would have been in a lot of trouble because bazookas and dozers aren't going to help against that.
General Observations:
You need to build and cap faster in the early game, real players are a lot less susceptible to fixed defences than the AI.
Build Order and Commander selection needs some work, but that's a question of familiarity.
Both Bazookas and BARs were late here, the fuel would have been better on more tanks and the munitions would probably have bought you at least two P-47 strikes had you gone airborne.
LT+CPT is generally a waste, do one or the other.
AA halftrack is an early impact unit, not something you get when PIVs are already around
You do need to get MAJ up with retreat point and Ambulance, it cuts off a lot of time retreating
Hope all that helps |
Observations, though I am by no means that good:
You should probably move faster in the early game
You built a second REL after your first rifle, then waited til over 350 MP before ordering your next rifle
Ditto after your first rifle capped he was static for a bit before moving on
I don't like to build obstacles first, you had double RE building on the right. I think capping the VP and the Munitions point would have been much more important. Munitions because income, VP because VP and US are usually best early game so you want to get that ticker going down ASAP
The wire you built didn't block off the ford completely and you retreated right away rather than capping
Your rifles then went static in the middle for some reason, you need capping power and field presence anyway. Especially in this situation as your opponent has gone Soviet Industry very quickly so probably won't have much of either
Taking out the MG right went well, but would have been easier with all 3 squads, you were split up rather a lot which meant you took higher casualties then you needed to and had to retreat 2 squads.
You were floating 600MP at this point, Amublance would have been good at this point rather than 2 more rifles.
Picking up the MG42 with RELs was good but should have been sooner
I recognise here that you are doing what I used to do when moving to real opponents rather than AI, which is building early fixed defences. This often works against the AI, however real opponents are much better at adapting, by-passing or destroying them and will exploit the fact you dig in first then cap.
With 5 Rifles + LT you should have been able to consolidate and push them right off the map, instead you are a bit static and spread out with 3 on the right not doing much. Your teammate was capping the middle so you didn't need to.
Ambulance would have let you reinforce the MG on the field
LT + CPT together is not that common, usually you do one or the other + MAJ
Nice flank left, but with all your force that would have been over quick and you would not have lost a squad
Armour Company at 3CP? Seems odd choice as one of the best things about that is Assault Engineers and they come right at the start
The opponents I note stand in Red cover and have dug in heavily on the left without securing the bridge. Moving the MG42 up to cover the bridge would have made it very hard for them to get back across.
I think you've built one rifle unit too many, as you now don't have the MP to reinforce the ones that retreated, and you now have fuel to get armour on but no MP (not sure what your plans are here but with MAJ instead of CPT and one less rifle you could be working on Sherman)
Your howitzer ended up positioned so that it shot the church a lot, which apart from not being the enemy took out your ally's squad in there. Then it did get hit and taken out, would have been better with the MG in front or around it
Would have been better to use the full squad to cap and the guys with 3 drop back to the Amublance to reinforce, ditto after you recrew the howitzer.
Once you get MAJ, moving him up closer and setting a retreat point with the Amubalance is a good idea
You get completely pushed off when they come at the howitzer with 4 Grens
Then have not produced any real armour yet, which means they are hoarding for heavy stuff, I shall be interested to see what happens then
No I'm wrong, they bring out two PIVs and a Puma
You really need to set MAJ retreat point and work on fixing your Sherman (remember the crew can exit to do that you don't need RELs)
Bit late to get Bazookas here, you have a CPT and Vet rifles for infantry AT.
This also means you have to go back to base and get them.
You have 600 MP and 175 fuel, you can build another tank and reinforce everything
They aren't playing well by any extent, but they understand the importance of attacking en masse, not of capping anything or repairing mind you, but they are able to get enough force together to push you off
Jackson should be behind the infantry, you might have got all 3 PIVs then
You could have split up to cap the VP and the point
One of your enemies is floating 2000MP now and has no infantry except Pios. There is also an abandoned Puma and T70 he is not bothering to re-crew
AA halftrack is not a good choice here, more armour not that + BAR
Spending on another tank is a better use of fuel
Your teammate keeps not switching to the AT-GUN on his KV-8 when tanks turn up
Yeah! Finally set MAJ retreat point
Not another AA half track, good you cancelled it
Your infantry are there and healed whilst the mid is being attacked
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