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Stuka should be placed in T4

10 Mar 2019, 01:57 AM
#21
avatar of kingdun3284

Posts: 392



i like that idea a lot.

To OP:
Why do you want to nerf OKM? I dont understand your reasons. If you want to point out its annoying we all agree about that, but its as annoying as other cheese in the game.

Stukas have one job and they do it pretty well. End of discussion. It doesnt need either a nerf nor a rework. Its not broken then dont fix it.

If you move rocket arty for OKM to T4 its a benefit rather a nerf since P4 is the most important rush in OKM, clearly this way you can choose mobileHQ and the swererHQ into a P4 or a Stuka if the game is team weapons heavy...

1v1 balance between OKM and allied factions is pretty equal, not stable, but equal to a point. There is no viable counter to team weapons for OKM rather than getting a wstuka.


Is not even a nerf right? It is op and brainless and skillless to play stuka series (no matter SDB,wStuka,SCAS) in team game. It is not supposed to have a click to remove any team weapon that promote 0 skill and risk especially cancerous non-doctrinal rocket artillery should be exist in vanilla faction only. And more crazy is that it can actually comes right after you build your first pack howitzer or 120 due to resource inflation and implicit 30% buff when OKW tech revamp happened that keep this unit cost untouched with its ultimate wiping performance. I just request it to slightly bring it inline with other faction, so this unit arrival time will be similar to other rocket artillery to give a gap for some of the ally team weapons that arrive lately at nature.

Try to play USF for those who say that OKW needs Stuka in team game or they dead. It is time for OKW player to learn to use their superior infantry to flanking and steal the artillery from ally's ground instead of always having stuka - the ultimate response to team weapon that immediately forbid any team weapon play that arrive earlier than any form of rocket artillery and still doesn't being restricted into infantry company lollll. Not to mention you still have ISG if you really like static play.
10 Mar 2019, 03:12 AM
#26
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

Invised posts for being offtopic

Keep it on topic.
10 Mar 2019, 03:50 AM
#27
avatar of LoopDloop

Posts: 3053



Why would someone spend 340mp on a Kar98 squad tho that doesnt have a lmg for a long time?
I think unupgraded Obers are a tiny tiny bit better than unupgraded volks dps wise but they have less utility. So why would someone spend the extra 90mp at that point

+1 that just seems kinda odd to me. Personally at that point I'd rather build an leig or another volk lol.

I think stuka is fine. It's really expensive and kind of a skillshot weapon, and as an allied player if your opponent builds one before his schwerer you really should be able to punish him for it since his teching will be so delayed.
10 Mar 2019, 04:06 AM
#28
avatar of kingdun3284

Posts: 392


+1 that just seems kinda odd to me. Personally at that point I'd rather build an leig or another volk lol.

I think stuka is fine. It's really expensive and kind of a skillshot weapon, and as an allied player if your opponent builds one before his schwerer you really should be able to punish him for it since his teching will be so delayed.


In 1v1 , yes. In 4v4, no. 1. There is resouce inflation in team game
2. It is not difficult for ostheer to hold a fuel point with mg42 and bunker spam while every indirect fire team weapon of ally to breakthrough it become unplayable due to stuka.
10 Mar 2019, 04:46 AM
#29
avatar of LoopDloop

Posts: 3053



In 1v1 , yes. In 4v4, no. 1. There is resouce inflation in team game
2. It is not difficult for ostheer to hold a fuel point with mg42 and bunker spam while every indirect fire team weapon of ally to breakthrough it become unplayable due to stuka.

Teamgames are a different story and stukas are better there because everything is more congested, but so is other rocket arty.

But in teamgames allies can pull some BS too. Multiple scotts is really strong and pretty hard to counter (a lot harder to dive than stukas) but does come a lot later I guess.

And even with "resource inflation" that particular guy's first tank will be 100 fuel slower. Imagine waiting until you had cost+100 fuel to build your first tank and take that into account too.
10 Mar 2019, 05:03 AM
#30
avatar of kingdun3284

Posts: 392


Teamgames are a different story and stukas are better there because everything is more congested, but so is other rocket arty.

But in teamgames allies can pull some BS too. Multiple scotts is really strong and pretty hard to counter (a lot harder to dive than stukas) but does come a lot later I guess.

And even with "resource inflation" that particular guy's first tank will be 100 fuel slower. Imagine waiting until you had cost+100 fuel to build your first tank and take that into account too.


It is not difficult to get some AT guns as axis. And the only early threat of AT gun which is indirect fire of team weapons simply doesn't exist due to the dominance of stuka. And every axis mainline infantry has Faust. So camping at fuel point is easy. The difference for one having fuel points while another not is huge, that's is a +7 and -7 fuel difference which sums up as 14 fuel difference for one fuel point only and two fuel points is 28 fuel difference. You just have to utilize your early strum advantage and camping in fuel point for like 4 minutes, you get a free stuka while having same amount of fuel as your opponent.
10 Mar 2019, 11:32 AM
#31
avatar of Stug life

Posts: 4474


+1 that just seems kinda odd to me. Personally at that point I'd rather build an leig or another volk lol.

I think stuka is fine. It's really expensive and kind of a skillshot weapon, and as an allied player if your opponent builds one before his schwerer you really should be able to punish him for it since his teching will be so delayed.
well cause ober deals double or more dps with their base rifle and have better granades, while u could upgrade volks with mp 40s to deal close range damage
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