There is probably just more times when a Tiger is a viable pick Vs an IS2.
Axis generally has some better AT options, so it's often easier to counter a IS2 Vs a Tiger.
Either you need to know they don't have heavy tank destroyers available, or you can negate them using chocked map. |
Ive not read the whole second page, but if its not already been mentioned, ELO is heavily effected by what time of day you play.
When you play at peak time you get much closer ELO matches, and games are much more likely to be in your bracket.
Playing at trash times of day, with randoms, you are much more likely to experience poor ELO and bad matchmaking. Game can only work with the pool of players it has. |
It never happens to me, but Ive noticed top streamers suffer with it sometimes, notably Hans, he does it loads, pretty sure its touching the scroll wheel while microing fast.
Although it possibly sounds like your issue might be different, it it always does it in 20 second intervals.
I would change your mouse controls, so scroll doesnt zoom anymore, now see if it still happens or not.. |
I generally feel like Fight to the Death is more useful (especially with PPSH or if you opponent isn't good about switching targets). Stand Your Ground is only decent if your unit is getting charged by Ass Grens or Sturms and the extra defense negates their close range advantage. (IMO).
Yeah the abilities have potential, but require clever use. Not just a simple buff and win.
Buff defense to a squad with weapon upgrade, perticularly picked up LMG, and ability to also merge into that squad while ability active, is clearly potentially strong, when enemy would want to focus that unit normally.
You could use fight to the death when they have started focusing one unit, put it on another unit, they either have to ignore the buff to carry on focus origional target, or else switch, and let them off the hook. |
Salvage is a extremely powerful, when you can basically delete enemy team weapons, particularly ATG which you cant just retreat to steal them quickly.
OKW is also the only faction with a none doc heavy tank. Is that a reason to give every faction king tiger equivalents.. |
Read this thread then had some ideas:
If you get lucky enough to pick up an LMG, that's obviously a great squad to use stand your ground on, or alternatively if you have an ally who is able to equip your squad with a weapon (e.g. SVTs).
You could also merge cons into this squad with weapon upgrade and stand your ground whacked on.
You could also do this quite easily with your flamer engie. Rush him up with a few cons, stick stand your ground on it, enemy's best option is probably to try move out of flamer range, given you can't move. But everyone's natural reaction when flamer is close is to focus that unit, so it could be interesting.
Fight to the death basically speeds up engagements, same amount of increased lethality and vulnerability. So you want to use that when you would win the engagement anyway, but this will let you win it faster, and hence more chance of getting a wipe.
Also, using fight to the death will likely draw fire to the unit it's used on seen as it is both more dangerous and more vulnerable, but this is drawing fire off the officer who is also a decent combat unit and would likely be getting focused first otherwise. |
I mainly like the m1919 when facing double Ost and dont want to constatnly bash my brains into a wall of MG42s. So ill play more passive, like Ost lol. |
Can someone explain to me why S-mine field need a goddamn sign ? It ruins the surprise effect and makes the whole thing pointless in 80% of cases, especially since a light vehicle makes a short work of it.
The whole point of minefield is to be a part of combined arms, like you place it just on an MG42s flank, so the MG covers one direction, and the mine field protects its flank. Having a sign does not hinder this role.
No sign would be way OP, its already powerful. minefield on its own, with no suppport is supposed to be easy to counter, just like a lone MG is.
Planting them on retreat paths is cheesy, and imo not an intended feature of their design. Not sure how possible it would be, but would make a lot of sense and better balance if you could only place them in controled territory. |
ST is great. its much harder to kill than B4 thanks to armour and mobile. And it constantly forces enemy to reposition and retreat, which has huge value, just get good at canceling the shot just before it fires.
At vet 1 you can go round bullying squads without even firing it by using the grenade ability.
Obviously its great vs team weapons. As always dont just use it on its own, use it in combined arms attacks when enemy has high chance of micro overload, even if he moves the target, say a ZiS, it takes that unit out of the engagement.
Use smoke to screen it, I drop smoke in front of enemy, drive upto it and fire through, much harder to dodge as they cant see it wind up. Great vs static enemys. Even better if you have another unit to spot past the smoke. |
Seems obvious, but howitzers or 120mm mortar. Or keep dropping flames on it, but that will need muni. |