really bad logic
To you maybe.
Buffing t34 solely without any other changes will simply make sovs stronger.
I can understand those that want to make t3 a viable option but on the other hand given the strength of sov callins it would likely make sovs op. |
The t34 is just bad unit period, making it cheaper or reverting its old rof back isn't going to make it a better tank to use its stuck in a shit tier, with a faction with the worst teching in the game. This just goes back to the fact the soviets need a complete tech over haul
I voted no because buffing a unit from the strongest faction makes no sense even if that unit could be preforming better.
Sov tech is a mess but is supported by excellent callin options. Probably too much work to fix at this stage unfortunately. |
Hello guys, I just wanted to start a discussion about which maps you don't like and Veto most of the time.
Stalingrad
As a 95% Axis only player, this map is very hard. Stupid cover placements and most close quarter battles disfavor the German troops. 120mm is more destructive then ever before and you can forget about tanks (especially turretless ones) because of that awful pathing.
Bystraya Voda
I have to say I dislike this map even more than Stalingrad. IMO it's a cool idea to play a map at night but the fact that there is only one single fuel point makes this map bad. Additionaly the battles are somehow weird because of the uneven terrain.
Minsk Pocket
A horror for the German army if you rely on MGs to support your troops. Single bushes and tree stumps block your MGs/PaKs vision making it useless. It's even worse in 2v2.
Semoisky/Semoisky Winter
This was once my favourite map but with the changes of the fuel points I somehow dislike it. The winter version is even worse with its even further fuel points. In addition I hate the big frozen lake on the northern side. Most tanks somehow prefer to drive over this ice and with a single hit they sink. The enemy on the other hand has only a small river to fear.
Huertgen Forest
Way too large. Your units need about a minute to retreat to base. If being chased by an M3/M20/Stuart there is absolutely no chance to survive. It's also very tight on most places making the pathing go crazy.
Position 4 on Semosky Winter is a major disadvantage to Ost/Sov due to how much further you have travel to get back to the field.
Kholodny winter is still a shitfight because of deep snow but the left is worse.
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I watched your game a couple of times and the main thing that stood out was that you didn't have a solid plan. I know that is easier said than done as you have to react to how the game plays out. But given the doctrine you chose the decision to go T3 then T4 seems inefficient, or at least the harder route. I would guess most high level players would suggest skipping T3 and opting for the command tank then T4. It is a strategy that Tightrope uses fairly successfully from what i have seen in his casts. Or T3, p4 or Ostwind into Tiger.
I think you were a bit short in field presence, due to the lack of grens. I acknowledge that you were going for the combined arms strat and it is an enjoyable way to play but munis were your biggest issue in this game and had you prioritized them more i believe you would have won. Pgrens biggest issue is they are expensive and take forever to reinforce. As for schrecks, well they can win you a game or do next to nothing, but they do take away from your offensive power if you are short on lmg grens.
Opening 7mins all good, with the small exception being your second mg not amoving or being escorted to the center.
At 7.30 you are floating 500mp and decide to build medic bunker and upgrade to T3. This is a mistake as you are beginning to loose map control and don't have the muni to upgrade to medics. Better to build another gren and maybe throw down a fuel or muni cache. The other issue is you didn't get minesweepers. As soon as you see M20 you know there will be mines and your scout car needs a minesweeper escort.
At 8.47 you build T3, with only 5 fuel in the bank. You don't build anything from T3 until 14.15.
Thats a lot of manpower and fuel doing nothing in you base and limiting the number of units you can put on the field. This was the time to build the half track.
At 12.30 you have nearly 700 mp in the bank and have been fighting with 2 grens, 2 mgs and 2 pio, pak for the last couple of minutes. You have held the center and fuel but you are starving for munis. Once the easy eights hit the field its virtually over because you are not in a position to hold him back.
If you had better muni control, you could have put down a lot of defensive tellers and slowed the game down till your panther arrived. I think your stuka took out one e8 but for the same price you could of had 4 tellers down. Additionally 1 pack is never enough.
All in all, you made it hard for yourself by inefficient teching, low infantry numbers and not enough focus on holding your muni point. You also got little from your commander and I think once you went T3 you needed to go Tiger with double paks. |
Lets agree to disagree dude, coz neither of us are going to change our opinions. But the poll shows that most of the people agree with me, so
Actually, last time I checked the poll it's about 50% either way, so.................
I would like demos to be changed in a way that adds to gameplay, makes it more strategic. Thats why I made this post and many of the suggestions have been creative and interesting. All your posts in this thread have simply been staunch refusal to consider any change and you provide no argument to support your position other than soviets need demos to stop OKW blobs. In fact I think you have misinterpreted the entire post and the posts of most people supporting change, because the common point of view is there should be some kind of requirement be met for demos, all of which would arrive well before okw blobs became problematic.
Personally i believe soviets would be just fine without demos since nerfs to any faction always brings a new meta, but that is another discussion.
In 1v1, as Ost i rarely see demos, just as i rarely see plane crashes, but that doesn't mean its not poorly designed. |
Erm, rifle nade, LMG upgrade, faust?
Well I guess the problem is the OKW design then? Demos really help you deal with the OKW blob and its the OKW player who blobs that is greatly punished by mines or demos. HOWEVER I believe that blobbing is also a strategy and that you can't get rid of blobs, so getting rid of / making it difficult to obtain blob counters is insane
Insane ? Hardly!
All the upgrades you mention require a building or tech. Soviets can build infantry from T0 and plant demos with no building or tech upgrades whatsoever so don't make this a sov vs ost teching debate as that is not the issue.
Most Okw players opt for flak halftrack since the last patch, so blobs are nowhere near as prolific as they once were. Also Obers and shreck blobs have also been nerfed, so why hasn't the counter..
I haven't asked for the demo to be nerfed, rather that some kind of cost / vet be attached to its use.
Soviets are without doubt the strongest faction and as such can endure some small nerfs. |
See, when I play against OH, I hardly use demos. But when I play against OKW, I always use demos because I know my opponent would blob. Do I think blobbing can be eradicated? Nah, remember the PE blob in CoH 1? They in fact got incentives to blob. And demos and mines are the only proper blob counters we have, unless you are OKW where you get a bigger blob
Had relic made it an upgrade from the start, then they could have easily changed the upgrade value every patch if required, depending largely on the changes they made to infantry and support weapons.
I mean, just about every ability in every faction needs to be upgraded in some manner so why not demos. I simply do not understand the logic behind the decision given the effect it can have. It simply reinforces my view that relic wants to appeal to simpletons, whilst believing the rest of the community will just suck it up..
OKW design is simply broken. There really is little choice except to spam which quickly leads to blobbing on many maps. In regard to OST i generally only see it if OST player goes heavy lmg gren spam and the sov player decides to not go elite inf, or 120, or T70.
But it still seems logical that is should be a strategic decision based on what sov player is facing rather than some spur of the moment act of cheese simply because munis are available. |
One of my last games was OKW vs a guy using a 120. He got one early, and near the end of the game (20 minutes or so) I was able to rush it and wipe it with fusiliers, it had around 30 kills and was vet 2. It landed a few good shots, and wiped one volks squad that was down to 3 men and grouped up in cover. If I had to guess I'd say that one 120 had about 300-400% efficiency that game, largely due to not being able to kill it until the end. If I really wanted it dead, I would have made a stuka, jaegers, or fallschirms and I would have been able to hard counter it no problem.
You guys are making it sound like its the old pre-nerf 120 that was dropping laser-guided JDAMs on nazi foreheads. It's good, yea, but I don't think it's overpowered. I routinely see the ostheer mortars at vet 3 with high kill counts as well. I think you're mistaking frustration at its long range with over performance.
Well, to start, Soviets generally have a higher casualty rate than Ost so comparing the two on kills alone would be incorrect.
I don't know if it is genuinely OP, but it is annoying. Firstly because it can just sit close to base and attack, no micro needed whilst axis player is busy moving all his squads around trying to avoid getting hit.
Secondly, it destroys any kind of positional/tactical engagements with infantry because if you stay in one position too long, odds are you will cop a shell to the face. So the game degenerates into short engagements where you try to do as much damage as possible but then move somewhere else usually en masse. In short, the game just becomes a chaotic mess.
Thirdly, and this is my biggest issue : You cannot kill it without contributing significant resources to the task. I am yet to see a nade kill it, nor have i killed one with a flanking pgren unless it is extremely slow to retreat. The most effective strat is flank with g43 grens and if necessary use sprint but you will need two or three squads to be guaranteed of wipe.
It is an RNG mess, sometimes useless other times a murder machine, but always frustrating. I like the idea of removing retreat the most as well as precision shot. Make it useful, sure, but ffs get rid of the frustration. |
Demo locked behind the minesweeper upgrade sounds like a good idea, it does nothing but limit the ability lay them to specific engineer units, which means the enemy will know that once spotting such an engineer they can expect demo charges, if not their mines being swept clean.
+1
You could bluff your opponent into getting a minesweeper or at the very least force ost into defensive playstyle. Not to mention that it would delay lmg or medics..
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There aren't really any hard and fast rules as to when and where to engage in a fluid game. I mean, you could easily rout those cons in the game you've given, but then run into 2 more behind them. So, this is where you have to maximize your half of the metagame, and play your opponent by coming in with a solid overall strategy. This is CRUCIAL, especially as Axis, and will inform your tactical decision making especially in the early game.
What are you trying to accomplish? What do I need to accomplish that goal? Is success worth the price of failure leveled against the cost of succeeding?
Those Grens are at med-long. Guards are a whole 'nother kettle of fish, as their PTRS will be dice rolling as if they were snipers. Best directional cover is usually a good idea.
My overall strategy with axis is quite solid, i know the counters to everything and generally read my opponent well.
My objective is to maximize the finer points of Ost play. My biggest problem can be the opening engagements and dealing with infantry heavy builds from sov. If i hold my own early the rest of the game is not so much of an issue.
In reality, I probably don't blob hard enough, instead focusing too much on position play and cover which in some instances be less effective.
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