Axis have some very powerful units in the late game for sure, but Soviets and brits do as well. The firefly is incredibly powerful anti-tank, and the Crocodile can melt any infantry, or at gun is seconds and can withstand huge amounts of damage. The IS2 is on a par with all the other heavy tanks and the T-34-76 is the most cost effective medium tank in the game.
I would recommend you play axis long enough to get ranked and to a position where you lose a game, or two or 10 and see how you get beaten, then use that same strat when you play allies. There are also plenty of people streaming their 2v2 and up games, or Youtube videos.
This game/community has some of the most extensive resources to learn the game with. There is no excuse not to learn anymore.
Lowering de-garrison speed is the key element that will allow grenades to, finally, have some effect on garrisons. Ideally, you should be allowed to issue commands while your squad is exiting. However, there is no way to have both. Thus, your best bet is to make a good use of your ungarrison command, and pick a good location you want your units to go to.
i.e., if you want your units to go out, and then run behind some boxes, just right click behind the boxes immediately, rather than wait for them to ungarrison and THEN click behind cover.
The de-garrison delay is also a small win vs infiltration units. You can't issue attack/ability commands to your infiltration units until they are all out, and that gives 1-2 secs of warning time, at least.
You should avoid entering a building while there are squads shooting at you; or at least try to use a backdoor for that. This is what makes garrison-swaps possible in DBP. Hopefully that will make rushing key garrisons less relevant in the meta.
Hey; it might also give mappers some slack so that they can use something other than wooden buildings in their maps.
Try playing live-version Westwall, and let us know how it feels now. Aside from infiltration cheese it's a good map.
I have played westwall a lot, its really horrible because of the buildings, however this change wont stop or even really reduce the building abuse. Look at the game i played against frost recently the 'Cons cons cons' one.
I was still able to dodge grenades being thrown at builds with all or almost all the models.
Could we not make entering the building near instantaneous and exit the build take less time per model? Could we at least try that? Also given that MG's have to tear down before exit, you punish MG's twice as much, which probably adversely affects OST.
I think i would like to see this change in the game, just not sure i like it as it is right now.
While i agree OKW has some lacklustre garrison clearing, the make up for it in many other ways, and most maps dont have such dominant buildings. Those maps that do require a change of play to deal with, but can be handled pretty well.
Frost probably should have focused on holding the other side of this map, but i dont think he was expecting that strat.
Garrisons are so strong in the live game, that the only kind of garrisons game balance can handle are those that die in one shot to grenades. Basically, this means that live-game isn't equipped to handle garrisons at all, making all forms of anti-garrison except for flamers, completely ineffective at gaining garrisons.
Some factions completely lack flamers, even though they have good enough substitutes elsewhere (indirect fire, or decent grenades).
The first 1-2 models will always exit instantaneously, sparing you a wipe. Garrison-exiting will also benefit smaller squads, as you will be able to issue subsequent commands faster.
Relic-permitting, we will try to reduce grenade damage vs buildings in one of the future updates of DBP, so that your MGs won't get insta-wiped, if they can't dodge a grenade in time.
I agree to some extend, which is why i am undecided. My only gripe is how long it takes to have control of the squad again, meaning i have to sit there and babysit them until i can issue another order. No way to reduce that time? Also as i believe Tightrope pointed out, the unit clumps into one spot just before entering the building, making one hit wipes possible.
Do you like this change? The change being a unit will now garrison and ungarrison slowly, one at a time.
Main points are that it is:
More realistic, and lessens 'abuse' of garrisons by hopping in and out of buildings to avoid incoming fire.
However, it takes a second or two before you can give a unit subsequent orders, such as 'retreat' or 'move here', meaning it slows down the game and increases the likelihood of a wipe as a unit exits a building. Depending on your perspective, not being able to dodge nades and the like is a handicap to 'good micro'.