i want to look foward to that game, but being made by the makers of wargame kind of puts my hopes down, plus there doesnt seem to be any mention of any kind of terrain or cover mechanics. Playing rts games that dont use terrain in their game mecahnics feel so outdated.
Indeed. We will see.
About micro, i just read
-infantry can hind in houses and building
-there a sigh of vision
-there are different elevations.
-planes, artillery, copter have to be supply in munition
I agree RTS are not trend games. You can find some but not good as SC2 or COH2.
I try Grey Goo this week end. Too classic. Not interesting.
But i repreat. The preview i read about Act of agression is really promising. The economic system especially seems good : oil/aluminium/rare earth have to be collected on the map and carry to your base. Convoys have to be escort and defend rather than your base which is quite hard destroyed. And oil is convert into dollar but alu and rare earth have to be stock and can be stealed.
Also 3 factions with different play style. Just i don't know a lot about combat system. The spiritual succession of Act of war, the dev also of RUSE (particular but interesting game).
I see alot of posters are confusing efficiency with overpowerness. I say it's a difference between these two notions. It's not OKW's fault if T34 is shit. It's not OKW's fault if USF AT doesn't perform decently. It's not OKW's fault if bazooka is UP. And so on.... Many of OKW units are just fullfilling their jobs as they supposed to, compared to other units.
Walking Stuka? Nerf it a bit and you'll never see it again.
T4 AA gun nerf? Sure, but then nobody will place it on the field, AKA a good part of OKW play will derail from its initial concept. It's that a good thing? I doubt. The trucks exist in the game for OKW to be able to place them outside the base. Otherwise they were just buildings, isn't it? Unprotected trucks means death, everybody knows this.
KT, OBers, Vet5 can suffer some adjustements but who has the courage to make them in such way that OKW will not become completely UP? I doubt OKW can be ever changed in such a way that will not become OP or UP. Maybe people want to see another Paper Elite. I don't.
If there are some units that futfill theire role while other can't, it's quite because of difference of power between these units. Does'nt really matter if the balance come from nerf some units or by up others, no? what matter is balance.
OKW consistently has the highest winrate in 1v1 and 2v2. They are OP in 1v1: They are straight up broken in 2v2s.
Let's look at the ladder shall we? Compared to soviets, for the top10 (accurate 15-01-15, if I miscalculated please let me know):
1v1:
OKW - 2103W/443L - lose 1 out of every 5.7 games.
Soviets 5307/1742L- lose 1 out of every 4.0 games.
By comparison, US is at 1778/460 - 1L in 4.9 and Ostheer is obviously last although with a better than expected 1L in 3.8 (5035/1810)
2v2R:
OKW - 2250W/723L - lose 1 out of every 4.1 games.
Soviets - 2586W/1381L - lose 1 out of every 2.9 games.
And that's not even looking at the fact that soviets must face the (arguably) underpowered Ostheer.
Maybe it's because AT stats aren't counted? Nope, AT still says the same thing (I think it's fair to assume double ostheer is not an important factor in these winrates):
2v2 AT:
Axis - 1706W/239L - lose 1 out of every 8.1 games
Allies - 1658W/320L - lose 1 out of every 6.1 games
Top10 ladder not enough you say? I would disagree. As shown the sample size is easily large enough, but if you want tourney stats, here we go:
From Round 3 to 6 (round 2 has an incorrect calculation):
OKW total: 53W/44L - 1 in 2.2, 55% winrate, with an abysmal 9.1% winrate on Semois OKW still manages to get an above 50% winrate.
Then there's the constant 75% searching axis in 2v2 ladder.
Finally, some personal gripes:
Stuka - This thing is so fucking ridiculous. It kills any infantry it touches instantly. Only the B4 can compare, but the stuka is mobile so can never be killed. In 2v2s, this unit is massively overpowered.
Obers - Need I say more?
Vet5 - Why does this faction need vet5? Even historically this is stupid, why would troops stationed on the western front be more experienced than their counterparts on the eastern front when the most experienced ones there actually came from the fight with the soviet union. How does it make sense that a squad of volks comprised of old men and young boys can gain more experience than guard and grenadier squads that have been fighting the entire war? Of course the realism argument doesn't matter when it comes to balance, but it does when considering the faction design. It adds nothing to the game whatsoever, since gaining vet is so meaningless once you have a schreck. It only means that volks with schrecks get even better in the late game.
KT - Sure, it takes a lot to tech to. But why should this thing be completely unkillable by any AT gun and have such massive AoE it easily wipes 6-man squads in a single shot?
Schwerer Panzer T4 building - You know what, why don't we add a flak gun that completely nullifies anything not a tank in a massive radius that only long range AT can touch? Sounds good. And the worst thing is, it's only slightly more expensive fuel wise than soviet tech building that have no other function than unlock T3/T4 units.
Not to say the other factions don't have their own share of bullshit options, but OKW has by far the most and is easily the most forgiving and easiest to play faction in the game.
All is said. I don't understand why there are still a lot of players to defend OKW. Number don't lie. OKW has a clearly advantage on lot of things. We don't say other faction have nothing good but that not as many as OKW and globaly yes OKW is OP. They have strat with no counter.