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Bren Carrier and Soviet M3A1 Outright OP Early Game

2 Oct 2018, 10:36 AM
#21
avatar of Stark

Posts: 626 | Subs: 1

What i notice is that volks do less damage to the scout car than a ostheer gren squad. I think it's becouse of weaker rifle penetration. It's way bigger chance to escape from a small arm fire from volks blob than a gren blob.

People don't complain about it becouse okw can get early game rakketen to solve that problem.

Another thing is that scout car kills kubel extreamly fast. Too fast do give kubel anychance for doing anything on the battlefield. Scout car should counter kubel that's obvious but maybe it shouldn't do it so quick. Same thing is with 222 vs scout car.

Some players have problem with that strats becouse it has a huge shock value early game and some can't handle it
2 Oct 2018, 20:18 PM
#22
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

jump backJump back to quoted post2 Oct 2018, 10:36 AMStark
What i notice is that volks do less damage to the scout car than a ostheer gren squad. I think it's becouse of weaker rifle penetration. It's way bigger chance to escape from a small arm fire from volks blob than a gren blob.

People don't complain about it becouse okw can get early game rakketen to solve that problem.

Another thing is that scout car kills kubel extreamly fast. Too fast do give kubel anychance for doing anything on the battlefield. Scout car should counter kubel that's obvious but maybe it shouldn't do it so quick. Same thing is with 222 vs scout car.

Some players have problem with that strats becouse it has a huge shock value early game and some can't handle it


Grenadier rifles do 16 per shot vs the volks 12 which is significantly lower. They should both have the penetration of 1.

Design issues of "here's a mediocre/cheesey AT gun, now get abused by scout car at minute 1" is a terrible idea, but yes that is generally the reason why people can get away with the idea of clown car flamer cheese in balance discussions.
2 Oct 2018, 20:40 PM
#23
avatar of SuperHansFan

Posts: 833

Good point OP

lets remove the engine on the bren carrier, might still be uncounterable though because it will never leave the spawn area under cover of HQ mg's. Maybe put the 222 in tier 0, brits OP.
3 Oct 2018, 14:49 PM
#24
avatar of cheese tonkatsu

Posts: 105

dont rush, just get cover or buildings. or just blob together into cutoff or make a rak if you are okw. they are not op. you just dont know how to counter it.
3 Oct 2018, 19:06 PM
#25
avatar of thekingsown10

Posts: 232

dont rush, just get cover or buildings. or just blob together into cutoff or make a rak if you are okw. they are not op. you just dont know how to counter it.


Please read the post i am referring to wehr not okw . Wehr simply has no counter to it whatsoever this t0 0min armoured vehicle spam meta needs to stop .

3 Oct 2018, 19:41 PM
#26
avatar of LoopDloop

Posts: 3053



Please read the post i am referring to wehr not okw . Wehr simply has no counter to it whatsoever this t0 0min armoured vehicle spam meta needs to stop .


Ambush with fausts.

/thread
3 Oct 2018, 20:24 PM
#27
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

There's a reason why M3 is considered best vs OKW and not really built vs OKH. OKH Grens have faust from minute 0, and a single misplay can end up with a dead M3. Alternatively, if you can't manage to get fausts off, you can try building an early teller and baiting the M3. The MG42 is also quite capable if shooting at an M3 with either sustained fire or a quick burst of incendiary.

Meanwhile, OKW just has to sit there and take the abuse. No min 0 MG34, no min 0 fausts. The only advantage they might hold over OKH vs the M3 is the cheaper mine and the raketen. However, early AT gun really hurts your infantry presence. I'm sure even if Pak40 was in T0 you still wouldn't build it vs M3. OKH has it way better, and has plenty of valid options as-is to counter the M3.
3 Oct 2018, 21:26 PM
#28
avatar of ullumulu

Posts: 2243

in many cases i drive around the grens/ volks and kill in no time their support weapons. to easy..to fast.

and the bren carrier: its a very good when played well...it can life beyond midgame and will be very usefully...to much for this low cost in my eyes. it blleds so much manpower and can repair by itself/ by an engie.
3 Oct 2018, 21:54 PM
#29
avatar of Katitof

Posts: 17883 | Subs: 8

in many cases i drive around the grens/ volks and kill in no time their support weapons. to easy..to fast.

and the bren carrier: its a very good when played well...it can life beyond midgame and will be very usefully...to much for this low cost in my eyes. it blleds so much manpower and can repair by itself/ by an engie.

Cool, but that doesn't work on players better then rank 1000+.

Even combat engineers would seem OP against clueless player who can't micro.
4 Oct 2018, 00:07 AM
#30
avatar of LoopDloop

Posts: 3053

in many cases i drive around the grens/ volks and kill in no time their support weapons. to easy..to fast.

and the bren carrier: its a very good when played well...it can life beyond midgame and will be very usefully...to much for this low cost in my eyes. it blleds so much manpower and can repair by itself/ by an engie.

Not like grenadiers have an ability that can damage engines or anything...
4 Oct 2018, 02:25 AM
#31
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Step 1: Watch minimap. How much territory did my opponent cap in the first minutes of the game? If low amount, think if this translate in the opponent wasting time building tech or creating a unit which can't cap.

Alternative: does anyone know if you can still see XP kickers through fog of war? They removed building shadows for a reason but not sure if they removed the alternative method of knowing soviet openings.

Step 2: STOP BEEN GREEDY against teching shock units opening. Obviously you are gonna be forward because your opponent have less unit on the field at a certain point and your capping capabilities are higher.

Step 3: STOP BEEN GREEDY and now STUPID when you are close to hitting the 60 muni mark. For all that it matters, you are mostly gonna have similar resource income so you can check your own resource pool to more or less gauge the opponent resources and timing. If you are fighting forward on enemy territory, with a low health/model count, separated from any other friendly unit, you only have yourself to blame for any loss on retreat.


4 Oct 2018, 03:41 AM
#32
avatar of LoopDloop

Posts: 3053

You can still see xp kickers through fog of war. How does that help differentiate between the two soviet tiers tho? I’m legitimately curious.
4 Oct 2018, 04:03 AM
#33
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

You can still see xp kickers through fog of war. How does that help differentiate between the two soviet tiers tho? I’m legitimately curious.


If they give different amounts of XP you'd know the which was constructed. Unsure if they do give different amounts but considering they cost different that is a possibilty.
4 Oct 2018, 05:29 AM
#34
avatar of LoopDloop

Posts: 3053



If they give different amounts of XP you'd know the which was constructed. Unsure if they do give different amounts but considering they cost different that is a possibilty.

Ah true. That’s handy.
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