Yep, all those changes to Shreks that happened.... oh about 2 years ago. Have to love that Balance Patch Psychology of "Something changed! Now every unit I use sucks even when they weren't changed whyyyyy"  |
If it makes you feel better I've suffered one-sided smackdowns at the hands of Jove, Luvnest, Paula, Momo, VonIvan, you name it at this point... and I'm nowhere near that level of player haha. You just have to make the best of the learning experience and realize that once you rank high enough thats going to happen occasionally because those players need someone to play against too. |
My main principle is a compact and effective army, in 1 on 1 this is not possible. Just look at the typical 1 to 1 мatches - this is damn spam, 5 - 6 squads of conscripts,1 machine gun, 1 gun. nope thanks.
So 222 isn't a viable counter to Sniper "because spam"? There is NO way Soviet can tech both T1 and T2 (for support weapons) spend 360 MP on a sniper, AND still have enough MP for that many Conscipts before you can get a 222 out onto the field as OST. 9 times out of 10 if a Soviet player goes T1 they won't side tech for support weapons which means all you have to do is worry about AT nades on maybe 3 conscripts max. Don't exaggerate. If your opponent manages to accumulate that many squads and the sniper is still alive you are just getting outplayed plain and simple. |
That don't make no sense, if the German sniper dies, you just lost 360 manpower. You can move on from there and try something else, but that doesn't change the fact that losing the German sniper (which happens quite easily) is a significantly higher bleed in all aspects than losing a single model of the Soviet team.
It makes plenty of sense - the OST Sniper is a one time 360 MP cost whereas the Soviet sniper costs 180 MP every time you drop a model on top of the 360 MP initial cost. So you ALWAYS spend more MP on Soviet Sniper unless you lose both models on their first tour of duty. When you take into account that Soviet Team has inferior stealth and often faces off against LMG greens where a single burst is enough to kill a model... well you can do the math. |
Um, Scout Car? Scout Car? You don't *have* to counter snipe to counter Soviet Sniper - not to mention that sticky satchels are a lot harder to land on 222 than AT nade so if they do go Tier one it's a lot easier to dive for sniper AND counters scout car. Also, now that Coax machine gun tracks properly its a lot better vs. sniper in my experience. |
But I watched the games after that one and rak were firing at 4 minutes.
Well yeah, but a single Raken can only do so much against a Flamer Clown Car - as soon as soon as it gets flanked it's going to get chased down on retreat more often than not. Don't get me wrong, OKW has counters available but it makes life a lot harder without fausts. |
Eh, its not that it's bad it's moreso map dependent - the more likely you are to retreat then Mortars have a certain benefit. But any map (like Langres) where you can just park it somewhere and have it cover most of your important or contested points then its a beast because its AoE will just wipe models for days.
That being said I absolutely hate the "decrew at 2 models" mechanism when its crew is so squishy to being with. |
a) How will this combat the "death loop"?
b) When can we expect the patch to hit live? My fingers are itching! 
A) I think the idea is that be changing the mobility of the crew that when a model gets picked off the next man up can run faster to the gun and GTFO before dying and starting the loop. Squad formation I'm less sure about...
B) Should be next Tuesday |
Looks pretty neat to me - personally the lack of mobile indirect fire has always been a pretty big flaw in Brits design IMO (Arty Flares don't count since the AoE on them is utter trash and they are only good for area denial).
Aside from the building trench idea I'd also be fine with a mobile mortar that has the option for both a standard and an extra long deploy time which would set up the less durable mortar pit. Or something like Sappers being able to "Hull Down" Mortars similar to the OST ability. |
I wish normal exploding/fragmentation type nades were more consistent against garrisons in general.
Grenades are more or less consistent - key is to throw them at the windows that models are currently occupying (so usually the side of the garrison facing your squad) throwing them in the center of larger buildings like churches will usually do less damage overall.
The exception would be if we're talking about a damaged building - in which case if you throw the grenade at the undamaged walls you can increase he change of a collapse and wipe (damage to all walls are what cause collapses) |