i've tried that, hmg still get sniped down by obers, conscripts are a constant mp bleed and zis only really works against luchs or puma.
heavy mortars help somewhat if you can lock them in place, but once obers are out everything changes, push too far out and obers will make short work on support teams and cons.
im at a complete loss on how to deal with this strat. its far too powerful and no weaknesses |
Now bring me replays of any decent players losing 3+ men on rifle nades, then we can speak. Long range = lower risk indeed, but it also means longer time to see its trajectory and plan a dodge. I can agree to disagree with you, if you absolutely think rifle nades are OP. I'm not saying molotovs are OP, they bring a lot of utility to an otherwise average squad. The same goes for AT nades, those upgrades give Conscripts a way to keep usefulness all game long, even if their fighting strength gets behind past 10 mins. As i said, i spend quite a lot of time watching 1v1 of top tier players, and i see much more weapons teams wipes with molotovs than squad wipes with rifle nades. It's ok, different points of view (and probably different game modes too, you are mainly a team player, right ?).
yes, im a 2v2 player. there's alot less room to move around, a lot more bullshit to deal with there. i havent said anything was op, i disagreed with your notion that they are as easily dodged and gave a couple of good reasons why.
give me replays on molotovs turning the game over by constantly squad wiping or let me lower my standards, show me replays of molotovs being difficult to dodge.
and with that 3+ men losses, its happening pretty frequently, maybe watch a couple of high ranked 2v2 ussr teams and try to keep up. |
how do you people deal with coordinated double okw teams?
ober spam on 1, p.fusilier and JT on the other. JT snipes tanks from the moon while obers roll infantry. no tanks to deal with obers means no infantry and support teams to hold the line.
i had 3 units that were on 1000% efficiency, but i still cannot win this strategy, what should i do? |
seriously, obers roll infantry, jadg shuts down tanks to deal with obers, stuka shuts down AT guns and support teams as well as 1 shotting squads on a regular basis. how do i deal with this? |
Rifle nade requires teching to T2, costs 30 ammo (in a faction that needs ammo for everything already), and are dodged as easily as molotovs. I'm not saying Grenadiers are a bad unit or anything (obvisouly not, they are probably the sole reason that Wehr still has a chance in the current state of the game), i just try to point out that Conscripts are not as bad as you feel they are. I actually have watched quite a few games recently, with top-tier USSR players fielding mostly conscripts squads throughout the game (and winning, also versus top-tier Wehrmacht players). Versus Oberkommando on the other hand, there is maybe a problem, but i focus my playing and spectating time on Wehrmacht mostly, so i would probably say bullshit (and thus prefer to stfu, unlike many people on this forum).
easy to dodge rifle nades? long range = low risk, dont need to run out of cover and into the open to throw a nade. long range = no telltale signs of nading, dont have to move out of cover. fast(er) animation.
teching to t2? its free, stop kidding urself. tagging it to t2 only means its available later and has no cost of its own whatsoever.
30ammo? decent changes to squad behavior in cover just indirectly megabuffed rifle nades. squad wipes and shaving off 3 + men per 30muni is a good deal. |
No utility ? molotovs and AT grenades are quite interesting, on top of being able to spread all around the map to cap-harass Axis positions. That and the easy weapon recrewing + merging a fighting support weapon make it an all around decent core infantry squad. They are somewhat "AOE proof", "Sniper proof", and are a nightmare for Axis weapon teams (molotovs) and light vehicles (AT grenade).
USSR needs definitely a change, but i wouldn't describe the faction as broken or UP as it is now. Definitely not.
PS: also i would like to add something that could also change the way you see the Conscripts units: damage decay over the course of a fight is quite smoother with larger units in general: losing one man is a ~16% decrease in squad dps output, while a Grenadier squad losing one soldier has its damage suddenly dropping by 25%, and it gets worse with each loss (same goes for Cons, but as i said, it is smoother).
are you seriously suggesting a cons spam tactic? |
I would argue that the USF is much easier to deal with the TA doctrine than the soviets. Assuming he uses troop training at some point, the US is much better equipped to deal with the panzer 4s using shermans and jacksons than the soviets are with anything that's not doctrinal and will come out late. The troop training fuel cost ensures atleast a sherman and likely close to a jackson will be available when the first p4 comes out. Then you just need to focus on the Paks and one or two panzers before you can have vehicle domination of the map.
depends, im comfortable with dual t34/85 than shermans/jacksons, tankier and less specialized than usf tanks. mark target makes it alot easier to bring down a TA.
and snipers, very important. not even riflemen have enough dps to deal with lmg spam. |
yep, im trying to avoid double sniper play. guess that wouldnt work. i have to play isu152 or snipers to t34/85 to bleed them. thanks anyways for the advise, ill just go back to playing cheese tactics and stay away from usf. |
1.Yesterday I fought a Tiger Ace on 2v2 which I play most, maybe 80% of my game time (AT or random). That Tiger Ace wasn't unsupported, it has infantry and PZIV with it. And somehow, my AT partner with T34/85s together with my USF AT gun from side, managed to damaged it so hard that it had to retreat. Then it chased it with his '85 and killed it. In that attack, the opponent lost 2 PZIVs and a Tiger Ace.
2. Also yesterday in a random 2v2 I was overrun with a Tiger Ace that killed my stuart, my medical truck, my major and an infantry squad. From behind I started to fire with an USF AT gun and a Jakson. From side was my partner's Jakson that came to my help. Mister Tiger Rape backed off while taking damage from my AT gun and Jackson which were both on armor piercing and managed a few succesfull shots. Then I chase it with my Jackson and the Jackson of my partner and managed to kill it.
I know it's a problematic unit. I know and I saw it it's verry hard to kill. But I write all this borring staff above for you to understand why I don't consider it OP.
Edit: Dat player card you have on your signature it's a smurf's player card. Show me your real old player card and I will show you mine.
eh? its sunbro, its what i have been using all the time.
not sure what are you describing, but as far as i know, good TA users are also good isu152 users. just A move with that thing and never let it get flanked. its in that kind of hands, TAs are even worse than KT. put a pak behind and you shut off jacksons slugging it out with the TA, grens around means dead t3485 flanks. TA can take out AT guns on its own quite safely. use grens to force the Zis to move and TA can roll everything. |
largely depends, team games this thing is a beast. most of it is because it comes super early and very difficult to counter, light vehicles comes later and are extremely vulnerable to schreck volks and takes too long to kill a stuka.
countering them takes too much effort, too much skill and too much investment comparing to defending them. also, with soviet tech, failing a fast tank strat as a soviet means your t3 is effectively useless and you have to spend more fuel/mp for other tiers just to hold the lines. in short, you have fallen way back of ur opponent.
more often than not, its actually more cost effective to learn to minimize stuka hits than tech for its counters.
it definitely needs a small, basically do lesser damage to buildings so it wont 1 shot them and take everything out. make the rockets fall in a circular area like the vcoh, it will be fine. |