SU76 is good against tanks, as it should be. Use AT guns or Shreks to scare it. Even if it barrages an AT gun it often misses, and the AT gun shoots back. In that case the SU76 needs to get out of there cause its only gonna take 2 more shots.
Puma is reliable threat with decent micro.
Also Stug with TWP can wreck these things. Let the SU76 fire first then move in quickly with the Stug and stun it. Mop it up with anything else. Course Elephant and Jagd(of all types) have no problem. If your opponent has so many SU76's he can just outright charge you from the front, you lost a long time ago. One AT gun in combination with any TD will scare off almost an unlimited number of SU76's. |
I strongly suspect we will see custom commanders. The writing is on the wall. Not least of which is the complete lack of attention to war spoils. In effect the system is working as they wanted it to.
You won't see new commanders from Relic but you will be able to build them one day.
[Side note: I suspect the reason people end up with multiple of the same drop in war spoils is because as you acquire gear the odds of getting that drop increase. This was put in place when the decay system was being considered because they wanted to make sure you wouldn't stop using an object because you only had one. Hopefully, they never ever, ever, ever use a decay system.] |
This is not so much an OH problem as a USF and in larger games a resource problem.
USF is too predictable.
In larger games resources push through tech trees quickly. Indeed, SU76's can be a threat to infantry, but good players will not blob and will constantly keep moving keeping the barrage to a minimum in damage. To be fair the barrage is free, so its still nice. However, in larger games the the tech race favors Germans who have a deeper tree and get there faster because of higher resources. |
Well obviously it's one that no other faction gets. Asymmetry, ya know? No other faction can reinforce squad weapons like soviet cons can, etc. etc.
If OKW have an ability that is never used, then a good case can be made that they should receive some other buff, or be reduced in cost, because as it stands they are paying for a useless ability.
Please note that I am not actually arguing or this, just pointing out an implication of the debate.
That maybe true, but then certainly on summer maps OKW units should receive a buff when they upgrade since winter gear has no effect? The cold weather gear is not a significant component of game balance. |
Remove it.
It doesn't help that at low graphics settings it is extremely hard to tell difference between deep snow and regular snow. Makes for some hair pulling moments. |
Adds nothing to game but needless micro.
Edit: Also unclear when unit is freezing since pulsing skull is present most of the time even if a unit is in cover and not vulnerable to freezing. |
Well, put another way: if nobody plays on blizzard maps, one of OKW's factional abilities is rendered useless and irrelevant.
An ability no other faction gets? Oh no... |
It's the other way around; unless you are talking about your teammates.
High level players play axis a LOT more than they play allies (~roughly 4 times as many). This means that only a fraction (at most 25%) of top-tier axis games are against top-tier allied teams. The rest (75% or more) have to be played against less competent teams; because after all, for every game with axis, there has to be a game with allies. Ergo the axis have a very high win rate in 4v4. Conversely, an high-level Allied team is very likely to face a high-level axis team because there are 4 times more people of their level playing with axis; ergo the high level allied players only have ~50% winrate.
This is true, but I suspect the reason you don't see as many high level allied players is because of the pain of playing Allies in 4v4. I may be a high ranking Axis player in 4v4, but I would never want to play Allies random in 3v3+. To win as Allies in larger games you must have coordination, and even then a equally skilled team of Axis will always win. |
Blizzards are dumb. They are designed to change the way the game plays, but instead they act as a pause button. On top of this tank combat feels clunky during them and off maps are not allowed (why?). I have never seen an interesting maneuver during a blizzard that was not possible when it was not occurring.
Also troops dying from the cold is incredibly irritating. Having one faction basically get to ignore it (OKW) does not help. |
Defensive stance has no cool down timer. You can turn it on and off at will.
M'okay.
In the immortal words of Seinfeld: "NEXT!" |