My long time favorite player to watch is Barton, no matter who casts the game.
That guy have style. He can surprise his opponent or get under his skin and take him off balance.
#TeamBarton |
You just stated the same aspects as me. And you say it's not important, c'mon.. Bias, where?
What I mean huge kill zones, is area of denial. You think you gonna dance to fire when barrage comes over your head? You must retreat the position, otherwise you will get wiped.
I didn't stated that everything you've included was wrong. Indeed our opinions are the same on some points. I just think that most important thing in rocket artillery is consistency and you were talking about "huge zone". If it is huge then rockets are spread and have significantly less wipe potential (give time to retreat) and generally let live longer and do their damage to you (if they don't want to retreat at all)
Imagine situation when you're circle-strafing that KT, but there is Raketen have popped out of stealth and trying to kill your medium tank. He'd better lose his Rak to barrage, but make that extra shot or two. The faster you can bring it down the better as every shot it does matters.
Generally speaking - you want rockets to hit where you've ordered and not in empty space around that target. |
IMO:
1) You focus on unimportant aspects and miss those that really matter
2) "Devastating barrage, huge kill zone, wipes everything". Such bias. Much wow.
Kat > Caliope > Stuka > Matress > PeeWerfer
PWerfer
Cons:
- Long time between shooting (producing sound) and the moment when rockets actually hit the target.
- Dies to a single tank shot.
- Teching requirements.
Pros:
- Unloads all ordinance at once, making consistent damage upon impact.
- More consistent effect at long ranges than other rocket artillery pieces.
- Suppresses.
Katy
Cons:
- Fires rockets in salvos making it easier to avoid before most .
- Getting very inconsistent as range increases.
- Dies to a single tank shot.
- Can be penetrated by small arms fire (e.g. Falls popped out from building, Faust + some shooting = dead Katy).
Pros:
- Short time between firing rockets and the moment when they actually hit target, making it most cost-effective squad wiper (if firing from min range) among all rocket artillery pieces.
Calliope
Cons:
- Cost.
Pros:
- Basically can't be dive-killed unless you have seriously f'd up.
- Even better at squad wiping from min distance than Katy, but much less cost-effective.
- Inconsistent at long ranges.
Stuka
Cons:
- Cost.
- Short range.
Pros:
- Timing.
- Can survive standard 160 damage shot.
- With some training it is possible to predict spread of rockets amont targetting line. This allows to land rockets right on top of support weapons, consistently wiping 4-man team weapons.
Matress
Cons:
- Short range.
- Slow moving speed - can't run away from infantry pushes (if you f'd up), can't switch flanks quickly
Pros:
- Great saturation, almost guarantieed squad wipe if target don't leave barrage zone
- Long area denial
- If my observations are correct - deals solid deflection damage to vehicles
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What is "elite" infantry? Is there some kind of property that labels some units as "elite", or is it just imagination of some forum members?
Does "elite" just equals to "stronger than average unit using graphical model of some real life special unit"?
Are partisans elite then? What does mean "strong as elite" in partisans context?
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Halt mal den Ball flach. Der Tonfall ist völlig deplaziert, und "L2P"-Empfehlungen wirken angesichts deiner distinguierten Karriere in diesem Spiel jetzt auch geringfügig unangebracht. Das nur am Rande.
As for "one clicks", he is of course referring to demos.
Soviet snipers are quite difficult to kill with OH. Scout cars are in fact quite poorly suited to killing them since they receive an accuracy penalty vs them and have limited dps on the move. OH has no infiltration units save for Storms that require a lengthy 100 muni upgrade to produce any dps. It is not like Grens excel at flanking duties either. The best competitive players in this game struggle to deal with Soviet snipers on open maps. Dshks are the best machinegun in the game by a long shot as a combination of their setup time, damage output and suppression value, and people had problems with them well before Maxims got nerfed. The reason they were not played as much beforehand is simply that overall, the Maxim build was stronger and more versatile.
Uh... I'm not sure, but aren't 222s get accuracy bonus against snipers, just like Kubel, M3A1, M20 and other "scout class" light vehicles? I think I've read this in some changelog like year ago. |
Maybe the con is the captains sits in base and jerks off?
But it is free as it comes out for the first time with teching without additional cost? |
Check if your PC isn't overheating, that often causes freezes in games. But it could generally be anything related to your software/hardware.
Overheating causes freezes...
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it is not the first time you use the 4 man squad arguments, yet, when OST mortar hit the field, it is facing 4 mans squads RE, 4 man squads UKF tommies, 4 man squad UKF sappers, 4 man squads SU engineers, and so on...
[...]
... 2 man Soviet Sniper Team, which dies to a single mortar round even at full HP, unlike Ost one... |
Two shots? For me it is usually was 1 shot from JT.
(C) Dusty
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This critical is just the definition of bad game design. I have had multiple tanks or either fought multiple tanks in recent games that had roughly 35-40% health remaining, get hit and receive the gun crit, which is a certain death for every tank when facing a competent player.
This, if it is not obvious, is totally random and you simply get punished because the game decides you should get punished. There is no skill or tactics involved, just pure luck. Now luck isn't a bad thing in our world, but in a 'competitive' game, this sort of thing shouldn't happen.
THIS NEEDS TO GO.
I thought it can occur only on <25% HP. Can you post a replay and link to it? |