LUL Paula pls, Stuve is not you level player, make pridepost with him, its like kick babys. Comon man, soon you will be begin pridepost Ikab.

Thread: Primo Victoria # 310 Jul 2018, 10:54 AM
LUL Paula pls, Stuve is not you level player, make pridepost with him, its like kick babys. Comon man, soon you will be begin pridepost Ikab ![]() In: Replays |
Thread: Ask the Strategist!10 Jul 2018, 09:57 AM
Hi, Thanks for your previous answer. I really appreciate it. I managed to improve my gameplay bit by bit. Hey sorry, i forgot that you posted back. I was busy 1) Sniper cost: 340 Manpower: A model kill is from 21-35 Manpower. And you have less mapcontrol when you get a sniper out. Less normal inf on the field. Its not only a qestion about how many kills at all. Its a question on what you are shooting and how fast each min. Like its better to shoot on brit inf or USA inf. Shooting on cons, pios or maxims, is not a big deal for the soviets. 2) Both can work. Depends on the map and the situation. 3-4) I assume you talk from teamgames streamers? When you play vs heavy weapon gameplay, then yes stuka is great. In 2vs2-4vs4 I made an easy Rule.( its easy to remember^^) Wehrmacht goes t3( stugs and co) okw goes t3 as well; walking stuka Wehrmacht goes t4 ( panzerwefer, brummbär) okw goes t4 as well; JagdtpanzerIV, piv So always look or ask what your mate is doing. T3--> T3, T4--> T4. KT is an ok tank, when you have support for it. Don't drive alone with your KT. So get some raktenwerfer with it and inf. Or a JagdtpanzerIV to kill TD. Don't go for KT when you face alot of t34, or chromwells. Better go Panther vs that. Well 3 soviets at guns is alot of manpower too. So kill one, go back and repair. Or even better drive in, so you see them. And then use walking stuka or panzerwerfer and kill this at guns. In: Strategy Desk |
Thread: Lost Glider10 Jul 2018, 08:16 AM
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Thread: GCS2 Game Stats with Siphon X.10 Jul 2018, 08:04 AM
As always: Crazy magical thread ![]() ![]() In: News |
Thread: Lanzerath Ambush 4v49 Jul 2018, 16:53 PM
This map was greatly improved in the last update. However there still is a slight balance issue for the South East spawns. The VP and its associated area are closer to the North. Do you have a steamworkshop version for me? Some of your changes i like, but some i am not sure yet. Need to test and see it ingame. |
Thread: Port of Hamburg9 Jul 2018, 16:38 PM
Just a few things that could make the map play better/more enjoyable. The main balance issue was fixed in the last patch (north team middle area opened up). 1. I am fine with removing the 2 Container north side. Maybe add soem bushes into this place( ofc crush able for later then) South side and the middle container stays. 2. Remove this small car at all. Rest stays. 3. Kill the thing on your red arrow and replace with with green cover. But don't add any other cover to the south side. 4-7 Go for it. |
Thread: Lienne Forrest9 Jul 2018, 16:15 PM
Can you have a look to the south side cutoff house again? About FoW. I had the feeling its not full working for south side. Also what you think about to kill 1 fence in the middle there? https://prnt.sc/k4cz4p When you look north side and south side about this building and pathing for inf to fuel and middle is not fair. Rest looked great. |
Thread: Lorch Assault9 Jul 2018, 16:13 PM
Tested the south vp and the new castle again. --> Green for me |
Thread: Big Annoucement from Relic9 Jul 2018, 14:58 PM
Are only non-revamped commanders valid choices or could a commander from the last revamp be selected for a second pass? Afaik this is not fix yet. But i am sure Relic would prefer to rework NEW commanders. I guess most of the reworked docs are fine. There are way worser old commanders out in the pool. In: Lobby |
Thread: Big Annoucement from Relic9 Jul 2018, 11:47 AM
Why you people keep discussing new units, when you know full well that we can only use what is in game and no new unit will be implemented? I ask me that everyday I see this here ![]() In: Lobby |
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