Whee, nice video Dane!
I learnt a lot from that match I think, mostly that I'm better off trading in accuracy for safety with the Howitzer. After a few matches where I've placed it outside of my base to increase accuracy, it's just ended in disaster, and I don't think the accuracy difference is so great to justify the risk/requirement to defend it outside of base.
As for mining in front of opponents, that was just a timing issue where I started laying mines and Mila would catch the engineers in the act. Perhaps I should be placing them further behind lines or have screening forces further ahead. |
Thats it.. wy not playing the germans?? .... It is the better fraction but then you play 10% to 90 % thats poor i don`t understand those special gimiks for the germans ...
Each faction had their upsides and downsides. US forces don't have throttled fuel income for example, and 'free' units when teching up. It's all a mix of abilities.
As I said if you want a direct comparison, the OKW barbed wire does take longer to build I believe, so it ties up more time early game if you want to fence off large areas. Not to mention that tying up a SturmPioneer squad to set up barbed wire is a lot of manpower and firepower being spent on building that isn't being spent fighting. Sending Rear Echelon to build/repair etc is only 160MP tied up, but if your sturms aren't fighting that's 320 (double!) the MP that isn't being used directly against the enemy. |
^ In that kind of situation it's really going to depend on what your opponent is doing, or what you expect him to do.
How did you lose those two squads of grens for example? Was it due to a tank? Then invest that money in teching up so you can get some good anti-tank.
Did you lose it to lots of conscripts or shock troops? Maybe go for an MG42 and another Gren squad to counter his infantry.
It also depends on the time of the match and what you've seen etc. If it's towards mid game it might be better to cut your losses and start teching since if you don't you might get left behind while your opponent starts getting armour out. |
Playing against Oberkommando West?
They have a special 'Reinforced Barbed Wire' which is a barrier that can't be cut with wire cutters. It takes longer to build than the regular wire, but can't be cut and cant be crushed by light vehicles. |
They are the only infantry the soviets have that can deal with OKW blobs. I pretty much am locked into picking a commander with them.
Shocks are good, but I find that they can get slaughtered by Pios and Obers unless you can ambush the enemy, since they are only good very close range.
Wouldn't Maxims be a better counter? Maxim + Shocks would be a lethal combination I imagine.
I guess you could use their smoke grenades to close the distance too which is handy. |
I think all it really needs is either a smaller target profile to make it harder to kill, or some better pathing/speed. Basically it's just too risky to use since it only takes seconds to kill and there's not enough time to save it.
If it could skid-turn like a tank (unrealistic/impossible, I know) it might be better than having to try and do a three-point turn? Maybe even just make it faster to reverse or something, anything to let it get away fast enough to survive and be repaired.
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I think it's better Soviets don't have one, asymmetrical balance is means to be important to the game right? |
I thought this was going to be a thread comparing the two units and pros and cons of each. I was pleasantly surprised by the vid though!
I do want to bring up that I feel like the Sturmtiger is kind of a weird unit, when you have the walking Stuka instead.
I mean, it has lots of armour which is great, does good damage but... it has an effective range of about 10 meters? Are the crew just throwing the rocket or something?
I was expecting it to have a range of something like an assault gun if not rocket artillery, especially with it's thirteen year reload time that causes it to cement into the ground, cannot be interrupted and if you look at it funny the crew dies and leaves it abandoned. |
Yeah, the most important thing is to spend it. Floating any resource doesn't help you, so unless you are saving for a specific unit like an IS2 or a Tiger etc, don't be afraid to spend your resources. It's better to convert them into units than having it banked up.
If you're saving up for an ISU-152 for example, you might be sitting on 400 Manpower and 200 Fuel. If you can see that your MP income is +240 but fuel is only +30 you may as well spend that MP on some infantry while you wait, because you'll build that MP back by the time you can afford the fuel. |
Thread: ISU-15230 Jul 2014, 19:59 PM
The squadwiping is overdone by some. It's a solid assault gun. It won't win games by itself, but it will be able to effectively engage any target on the field if properly used and supported.
It's mobility and pathing are so shit, however, that driving/bypassing its support or even misclicking can lead to disaster. For its price tag, I think it's balanced.
I can relate to the pathing issues etc. Sometimes you think there is a clear shot, but it'll drive around a small hedge or something like that and put itself in danger. Overall I find it's a good unit for 1v1, but only on certain maps where you can get a clear shot at something. |