Adding side munitions cost to various OKW abilities and you'll get ride of your shreckvolks blob of doom.
Isn't it evident that if you make OKW pay munition for unlocking the healing/FRP reinforcement, repair station, T3 gun, the shreck blob will naturally be less powerful? And if it is not enough make them pay the shreck/flamnade package in mp/fuel.
If you have to select between early shreck or early healing, what will you chose? If you have to select between your second shreck and FRP ability, what will you chose?
there is no good or bad answers, but whatever you select you'll not be able to get everything at the same time. |
Pure AI: 251 flamer upgrade
ALV: 222
AT: Pak40
On the mix: HMG42 Vet ability + Gren faust + pzgren shreck.
Light vehicle play is what let Sov/Brit/USF break Ostheer defense, if you add a light tank to Ostheer, what will be the solution? |
1a- Keep your tanks at distance unless you're 120% sure to finish him.
1b- Learn what are your max distance for each tank.
2- Never be too greedy (100% sure to finish him is being too greedy), 80% of your lose are because you are too greedy.
3- Learn your reload times (Sherman/M36/M30), be sure you're always stopped when firing. learn to Fire-move-stop-fire-move-stop-etc...
4- Learn hotkeys for going backward, stop move, attack move, attack ground, focus tank and decrew.
5- You can attack ground if your target his hidden by fog of war or smoke or a carcass/tree/some field elements. attack ground where your target his let you have a good hit from time to time. But don't get too greedy.
5a- Never charge with your tanks alone, always have infantry spotting for them. Learn the hotkey for the Rifle Anti-tank grenade.
5b- have two groups, one for your tanks, one for your inf and make sure your tanks follow your infantry and not the other way around.
mantra to repeat everytime you have a tankfight:
6a- There is always a pak or a raken somewhere hidden behind his tank, always know where it is.
6b- Its the pak/raken you didn't see that kill you.
7- Always check your 6, 3 and 9 o'clock, guess what if not: you've been flanked.
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222 40/50fuel cost is a bad idea, Ostheer will be overwhelmed by m20/M3 and can't do shit about it.
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Many ppl would be offended by this statement.
Many ppl think because they build a counter they'll automatically kill their targets, like M20/M3 should explode at the same moment 222 hit the field because oh-oh you build a 222!!!
Unfortunately for them, it doesn't |
What about quad from mobile support?
Dunno, I don't own it. What about? But the M3 from mechanized is nice but too squishy and damn too expensive, I tried several time to hard push with it but requires too much babysitting. |
The accuracy is fine, they have the same accuracy as bazookas at max range. The problem is when you get 4 volksquads shooting at the same time in a blob, you're probably going to get fucked up regardless. |
But rifle lmg blob can already reinforce on the field, huh?
On your territory, now imagine it anywhere. |
Oh yes, remove FRP and gives HT-reinforcement to every factions. Can't wait for RifleLMG blob can reinforce on the battlefield are too OP.
People just do not evaluate the risk from their wishes.
I'm not particularly against removing FRP but how many of you are actually using HT efficiently and see their true power associated with a blob?
This and OKW and USF doesn't have access to mortar and HMG early on, so how will those faction be able to hold the line while 1/3 of their army is at base reinforcing? |
Thread: 22226 Jan 2016, 21:48 PM
I'm all for 222 buff as you can see earlier, I'm just against idiots who believe a cheap, spammable, lightly armored car should be counter for light TANKS.
Half of ost T2 is hard AT and that still isn't enough for some people *cough*Ultimate Viking*cough*.
Too hard, it requires coordination.
I'd love to see the 222 costing 40/50 fuel and being able to counter Stuart, so I can rush M20 and rule the field for 4 more minutes. |