Except following things are not possible with the Ostwind:
- wiping sqauds instantly
- guaranteed model kill with each shot
- can frontally counter AT guns on range 60 (!) thanks to bunker busting barrage.
- survives 4 pak shots
- uneven terrain or fences dont bother the gun
- can shoot over shotblockers
Well, your point is much more understandable now. But you have to keep in mind that this is the result of many patches trying to make brummbar a viable tool in 1v1.
What would you propose to acheive these 3 goals at the same time:
- make brummbar less viable in 4v4,
- make brummbar more seen in 1v1 - accessibility is the issue here IMO,
- keep it as a better late game choice than stug e in any game mode? |
I usually use Brummbär + Elefant - Brummbär counters AT guns and Infantry, Elefant counters tanks. Panzergrenadiers with Schrecks (or later a Panther) counter flanking attempts. Once the enemy can't use tanks effectively he will be forced to send his infantry in first and that's when the Brummbär hits. This setup is pretty much unbeatable on most 2v2+ maps that allow usage of heavy tank destroyers. Regardless the Brummbär will still inflicts heavy casualties, even without a heavy tank destroyer behind his back.
It isn't too much of a brummbar issue. You can do exactly the same with ostwinds. |
It has the same hp as a stug that also costs 90 fuel. I don't see your point.
Also, a shot from a tiger deals exactly the same damage as an AT gun one, just for your interest. |
I see your point, but couldn't the argument be made that the ressource cashes can be used to defend cut-offs from being de-capped and buy you some more time to defend it from getting your ressources cut off?
Caches can be use to make capture of a point more dificult but you have to keep in mind that caches near the frontline usually die before generating any significant amount of resources. Therefore the question "Should I build a cache on cutoff to prevent opponent from getting it" is the equivalent of "Should I sacrifise a vet 0 squad to keep possesion of my cutoff", becouse a standard squad costs only marginally more than a cache. If the answer to the second question is "yes", and it sometimes is, you shuld build a cache there. But usually, when your opponent really has an opening against your cutoff this is nothing more than a self wipe, especially if you eventually loose the cutoff either way. |
if we are talking about the 1v1 then the answer is simple build counters to enemy unit you have least counters against. In this case you expected armour to come so you needed more raketens. Then hide them so that your opponent doesn't know about them and bait his kv into a trap.
Going additional volks or doctrinal infantry would be a good choice if you know that your opponent relies mostly of infantry becouse he already lost his fuel purchase or had a poor map control.
As for ukf and all the other factions, remember that apart from some very rare and demanding builds, caches are not a good idea in 1v1. That is becouse the revenue is so slow. In 1v1 the cache has to be on the field for 20 minutes before it pays for itself and becouse the frontline is often changing it very rarely does. Also, this additional manpower can be used for gaining more ground and thus getting even more resources.
So, similarly to okw it is better to build more units of the type you need at the moment instead, becouse at that point of the game you are not pop capped yet. Alternatively you can try something that is usually too costly to pay out but not in this situation - attacking the most secured and valuable part of enemy line. |
Do you mean in 1v1? Or some other mode? |
It's good that you found a solution but I'll try to give you some more choices.
First possibility is to bind it to caps lock - this is what I do and it is really good becouse it is one of the most accessible keys. (anybody knows the history behind vim's escape key? )
Alternatively, you can rebind some other key to space, or if all you write in chat is "gl hf", just bind yourself some key to enter-g-l-space-h-f-enter and forget about it |
Lol brit sniper can snare light vehicles (with the vet1 ability) as long as it doesn't get obliterated while trying to do so. It still gets absolutely destroyed by kubels though.
It does, but the sniper snare works different to most snares. If you manage to start the infantry snare animation you can be almost 100% sure it is going to hit. That is why driving through grens with light vehicle is not a good idea. In case of sniper snare, it has a significant aim time, that gets cancelled when the sniper has to rotate. So in fact it usually works only against stationary or slowly moving vehicles. If you know when the sniper is and drive in its direction, you will pass him before he is able to shoot the snare. |
There are 3 main posibilities:
1. Light vehicles - every faction has at least one that can easily detect snipers and often kill on retreat. Even if it doesn't kill the sniper, it still reduces your bleed becouse opponent can't go too far with it. Especially effective against brit sniper becouse of lack of snare, even though kubel my not sound like a dream vehicle for the job. M20 is also really good at it, just becouse of its mobility. It can also dive osheer base and come back alive if you can avoid eating a faust, which is a great advantage.
2. Light artillery - mortars and ISGs are very effective tools against snipers. The cool part is that they shoot automatically when the sniper reveals itself. Especially good against soviet sniper, becouse it has only 64 HP per model and so, can be wiped with one shot. And the shot doesn't even have to land dead on like in case of infantry.
3. Infantry flank - the most versatile one but you need most work to pull it off. Still, it is often the way a sniper dies. Especially good if it is a wide flank so your opponent doesn't know what exactly you are going after.
Bonus points if you can bait a sniper over mine - it happens from time to time.
Of course, later in the game everything can counter snipers, blobs, long range infantry, tanks. But the damage is already done so ideally you should be able to do it earlier. |
Generaly this sniper is used at very noob level. Not above. Or when playing vs noobs to laugh.
Have it been used at gcs at all? Most likely not.
First it can easily be counter sniped at any stage.
At latter stages normal snipers (and okw raks) are used as a scout unit at the front providing extremely valuable vision. But this one is utterly not suitable for doing this. I'd likely to see him even without rifle at all but with normal cloak just to give vision.
I would advise against using any sniper as scout in current patch. Cloaked units are very easy to decloak now and generally a sniper that crosses the mid point of a map is most often a dead sniper, just becouse it can be easily killed on retreat and there is no easy way to recloak and hide now. |