why do you build a stug? to counter tanks. Why do you build a pak? To counter tanks.
With those units you will be able to save even faster for a Tiger, which will complement them very nicely.
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Nullist, Im not getting into a troll war with you, seen as it seems to be your favorite past time.
I didnt say people dont do T3. I said ''for a long time'' most people went with T4, out of nescesity for decent AT. I myself never liked the SU85 even when it was OP, simply for micro reasons, Ive always played with T3 to be aggresive.
Of course most Soviets do T3 now the T34 is buffed nicely.
Im not attacking German players (rofl), just saying there are currently undersued units which will fill a roll of German AT quite well, particularly in this situation of T34/85 spam.
So that is relevant to this balance discussion.
I will reword my final comment, if it offends you less:
Now soviets have a couple strats with heavy tank use, Germans have not yet adapted their builds propperly by using the dedicated tank killing units. |
Thing is people have relied on the multi purpose tank, because they have been able to.
Meanwhile for a long time soviets were virtually forced to play with assault gun.
Now soviets have a couple strats with heavy tank use, Germans don't want to adapt propperly by using the dedicated tank killing units. |
I voiced my concearns about the fuels on Semoisky as soon as it came out.
Main issue for me was that you didnt need to care about the two sectors by your base (ie the old +10 fuel and +10 munis).
You could just push one large army out of the front of your base, easily controling one fuel and one muni.
In the origional Semois, if you went hard in the middle, your fuel could get stolen, keeping your fuel secure, and also manging to connect one of the high muni points, was a bit of a stretch, which was good. |
Yes yes yes.
Or better yet, have anything purley AT (paks, ZiS, SU85, Elefant etc), only fire at vehicles, unless you click command it to do so.
Its so annoying to have a long ranged AT unit try to watch a choke point from afar, but continually rotate in an attempt to fire at some random infantry miles away from the direction you want it facing.. when it has very little chance of actually hitting anything. |
It's kinda sad that the PPSH got nerfed. What's the point of them now? A tiny increase in DPS is not worth one of your commander slots. If the old ppsh was too cheap, they should have just made it more expensive.
It's not sad, they were OP, mistakenly OP. |
Against this guard motor 34/85 spam, lots of stugs and paks is tricky to face, because you lack indirect fire, unless you call a 120mm mortar.. Which is at least forcing them to change strategy a bit.
No katys, off map or on map arty.
The only natural way to deal with the paks would be infantry, but as in every game pop plays, your inf takes a real beating as you wait for 4CP, and German tends to be left with inf advantage of several vetted grens.
That inf advantage is blown out of the water by the 34/85s.. But not if you protected your inf advantage with paks and stugs. the 85s are I only dangerous when they charge in, and you can stun and keep stugs at range. Not to mention fausts. |
Thread: ISU-15211 Dec 2013, 10:05 AM
The way Relic has designed soviets, is not to have too overly powerful units vs armour.. I.e. no heavy tanks that kick the sh*t out of any German armour.
That is the forte of the Germans.
The entire flow of the game is about soviets applying pressure, draining German manpower and cutting off fuel, to prevent them massing too many of their inherently strong tanks.
If soviets play correctly, they will outnumber the more heavily, better armed German tanks as they hit the field.
It's the job of the soviet to defeat those units while they are few.
It's the job of the German to micro those units well to increase their resource flow (map control), hopefully whittle down soviet numbers, and wait for more nasty tanks to arrive.
This is why you do not compare soviet and German armour, because they are designed to be unbalanced, but soviets are also designed with an inherent advantage on early pressure (as long as you apply it).
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I didn't but the FHQ commanders, but do FHQ keep you in the game if your whole base is destroyed? (Like coh1).
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I don't think shocks coming a little earlier is too bad , because they are expensive and most people called them a little later anyway. There's no huge need to call them before you have 4 cons with molotovs.
They will be nice against assault grens now though. |