I have not tested the unit yet, but usually you can see the return of a sector in your map.
There seems to be no change on the sector number. I placed it on a fuel point and still it only said +7 Fuel
Posts: 9
Thread: Feedback for Commander Revamppatch7 Oct 2018, 16:24 PM
There seems to be no change on the sector number. I placed it on a fuel point and still it only said +7 Fuel In: Lobby |
Thread: Feedback for Commander Revamppatch7 Oct 2018, 15:39 PM
Gonna have to echo the sentiments regarding the Elite Armor 221/223. Regarding it’s mines I feel like they arrive a bit late and I would very much rather have suppresion. The mines from sturmpioneers seem to me a more attractive choice in general. Also, the healing really should be AOE like what the Brit Infantry section has to differentiate it from the Sturmpioneers places crates, and being more useful in the frontline. Also, IDK about the fuel costs surrounding it. As it stands, I only see the 221/223 being useful to support a Battlegroup HQ strategy, since going for Mechanized means you probably want the Luchs and Puma combo ASAP. Also, does anyone know how much more resources I should be gaining from having it on lockdown? In: Lobby |
Thread: Feedback for Commander Revamppatch15 Sep 2018, 20:49 PM
Shifting the callins around creates a number of problems, so doing that would take a significant amount of reworks, rebalancing and testing. Such a big change would be suited for a big balance patch, not for a commander revamp. For example: Oh. I’m aware that such huge changes won’t be coming in this patch, nor should they in all honesty. Just throwing it out there where it might get read for future consideration. As for the idea of the utility armored car, it sounds nice but how should it fit in? I’m guessing it HAS to be a call in cause otherwise limiting it to being buildable with a converted HT might hamper it’s usability. In addition it would very likely kill the Kubels niche if you can just save the MP and buy something that is in every single aspect better. In addition it’s mere existence would put the Mechanized HQ in a dubious position, unless it is given the ability to heal, no? In: Lobby |
Thread: Feedback for Commander Revamppatch15 Sep 2018, 17:25 PM
Regarding Elite Armor: Personally Signal Relay should be done away in favor of Panzer Tactitian as other players have mentioned before. Knowing where your enemies armor is at can be alright but increasing the survivability of your "elite" armor seems more important to me. An increased vet gain coming from the Commander Upgrade would be nice but not necessary I think. Heat Shells do need to be slightly longer lasting. Finally, as others have mentioned, the Sturm Tiger feels out of place in this doctrine, but I would argue that this is the case with the other 3 OKW heavy tank call ins. i.e. The Command Panther is literally the definition of "Elite Armor" and would fit in that doctrine better than the Sturm Tiger, even if you nerfed it to be a buildable instead of a call in. The Sturm Tiger would fit much better in the Breakthrough Doctrine since it's essentially a siege weapon meant to soften an enemy position. Now couple that with Assault Artillery and you have a nice 1-2 punch combo of synergy to manage an actual Breakthrough. The Jagdtiger fits better with Special Operations, which emphasizes longer range combat. In: Lobby |
Thread: Requesting C&Cr on improving my OKW play [1v1] vs. Soviets. 12 Sep 2018, 03:49 AM
Even though I won this game, I still feel like I made quite a few mistakes that perhaps I should have avoided and that might have cost me the game if my opponent had capitalized on them, built other units such as vehicles and/or altered their tech path. What could have I done better to avoid such mistakes, even if they were not capitalized by my opponent in this particular circumstance. Here's a pretty detailed description of the match imo with what I believe where some of my most pressing mistakes because I like to be thorough: I started off by building a 2nd Sturmpioneer Squad,to deal with potential conscripts, and engineers and a Kubel to help me cap territory faster. I ended up arming both sturmpioneers with schrecks expecting the soviet player to come out with some of the annoying early vehicles like the Flak Half Track or maybe a T70... This however never came and that proved a rather wasteful investment. I proceeded them to build 3 Volksgrenadiers. Due to gaining some nice map control early on, I opted to go with the Mechanized Regiment HQ to get access to the Luchs and helping me counter pushes. While it helped for a bit, I feel like I didn't get my investments worth of it (neither from the Luchs or the building since it was the only unit I built). I also chose to use the Breakthrough Doctrine due to having the more numerous Fusilier squads and the Sturm Offizier. I believe he pulled his weight enough though him getting sniped cost me a couple forced retreats that I would have much rather not happened. Though I believe it did prove crucial in dislodging my opponents presence from the center point by forcing one of his penal battalions to retreat, which gave me breathing room to throw an incendiary grenade at the building he had garrisoned which forced my opponent to leave them and eventually retreat them. I also used the Breakthrough ability a couple times to expedite decapping of a few points across the match. After regaining control of the center I built the Shcwere Panzer HQ near the center when I had enough fuel to build it and more or less quickly build my first medium tank. This HQ was also my only source of suppression for the entire game, which might have made some segments easier had I gone for the Battlegroup HQ and the Flak Track or if I had invested in the Mg34. During this time I reinforced my units and built some defenses to protect it while it was building. After it built, I opted to wait a bit to get enough fuel for a Panther instead of getting access to the more accesible and faster P4 due to my fear of my opponents many Penals. At this time I had sent a fusilier to capture the enemies fuel. However before it could finish, he countered by sending his Penal blob his way. I ended up soft retreating him to a buidling in my left flank VP and made the decision to leave it there as a holding sacrificial unit since my opponent dedicated most/all of his force to killing it, thus giving me breathing room for my Panther to finally come out. After pushing my opponents penal one last time and trying to regain map control of what I had lost came what might have nearly been my worst mistake in the game (but proved to be my opponents worst mistake instead after which the battled ended with their surrender). I allowed my opponents Penal blob to get too close to my Panther which resulted in getting hit by some magnetic grenade ability or something that tracked it quite a bit after it had began reversing and did some devastating damage. Fortunately for me I had Volks and Panzerfusiliers at either side of the road in which they were and had my Volks throw and incendiary at the blob. Idk if I managed the Fusiliers to throw one of their grenades though. As the Penals made an aggressive push to finish off my panzer though, they ended up within the arch of my Schwere HQ and I managed to get my Sturmpioneers to intercept the rest of the force which forced a retreat and ended the match. In: Replay Reviews |
Thread: First 1v1 victory as OKW12 Sep 2018, 02:49 AM
First time I win in an actual 1v1 as OKW. However I feel like I won mostly due to my opponents mistakes in teching and what he/she built as opposed to me being skillful enough to properly counter him/her In: Replays |
Thread: Encirclement vs. UKF Sim City?11 Jul 2018, 20:17 PM
Hi there, I’m a fairly new player and just began dabbing int PvP after spending most of the time in Automatch vs Ai, and I’ve bee getting stomped pretty hard by Sim city strategies playing as Ost or Okw. The strategies I’ve seen suggest ignoring the sim city and attempting a base rape, but I rarely see the encirclement doctrine suggested. Is it a viable strategy, or has it become too difficult to attempt against real players to be of any use? |
Thread: OKW is weak after winter balance4 Mar 2018, 03:57 AM
Hey Troy, perhaps you could share some of your expertise with me as well? I have tried some of the things you have suggested in past games however I seem to simply just fail at it.
Here's my most recent replay. I'm eager to hear what your recommendations are. In: OKW Strategies |
Thread: Wermacht + 2xOKW vs. Soviet + 2xUS4 Mar 2018, 03:27 AM
I have no idea how to win as OKW In: Replays |
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