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Letting them save up you say. If the game is between to equal teams it's not possible to win before the 203 is avaliable. And when it's on maps like Farmland it's very easy to save HP thanks to the almost indestructible PKP and HMG. And the PKP and HMG makes it impossible to do anything with infantry.
Playing against soviets is a race against the clock nowadays. German early game isn't very great, with the J being quite flimsy against the nice soviet armour arriving at 500mp. H and especially the StuG pack the puch to deal with them and everything until the ISU-122/IS-1. I haven't found Tigers nor Panthers to be very important in Ger vs USSR fighting, since they don't really kill anything but the IS-1 (a rare sight) more reliably than the StuG. Their guns afterall have pretty much same penetration at over 130 meters, so investing over 500 more points on extra accuracy, protection and turret is too much when the window of opportunity is rapidly closing due to the IS-2. Jagdpanther counters the that, but must be carefull since the frontal hitbox of the Iosif Stalin is very small and gun quite dangerous at 140m minus. The balance between these 2 factions AFV:s is quite nice, but is somewhat spoiled by the 203mm. Germany must either have flag superiority for the entire game, or 2/3rds of the flags by the Stuhs/Nebels: otherwise, the 203mm will end everything.I lost my manhood years ago. I don't really know what keeps me going anymore.
I mean the principle. Either one pushes so they can't save, one isn't good enought to stop them from saving, or you let them save. Either way, them getting the 203mm is because one isn't stopping them. This is a battle after all.
Maybe not to win before it's available, but make them resort to using HP earlier or to gain such an upperhand as to make the game decided. Maybe even push them far enough to hit their 203mm with your own artillery. Ikke sant.
You don't even need to be good to play Russia well. The faction allows for suicidal actions (for example I love how my 85's can absorb 3 fausts while rushing a crossed an open area) after the early to mid game transition. Bugs aside I'll give the faction the point that early game is pretty well off though. But to the point all it requires to get a 203 up is the ability to yellow a flag and form a very simple team strategy where someone, even when given that all things go wrong, just goes all in infantry heroic to make up for the lack of field presence that the banker is going to have. When things go well they could go double 85 or whatever else they please based upon map.
This stuff shows up in 3v3/4v4+ and the more cramped the map the less chance to push and punish the soviet player. 1v1, the game should be over way before this happens. 2v2, most likely a suicide call unless the enemy goes with a strum + heavies in which case less stupid counters very stupid.
Then there is the fact that the mid to late game is reinforcing banking which just makes that 203 a better choice. Combo that with utter **** for maps that allow for spam game play of all kinds which doesn't allow for extreme punishment for lack of pressure and multitasking. The result is that a german player could technically play the economic system perfectly, get a neb, and two jagpanthers but still be punished.
Personally i'll say that the inability to utterly punish because three flags are not completely contestable instead of one is an issue but that's clearly not going to change because too many n00bs would cry. The popular eastern play is just such a laugh. The popular map pool, the logical fallacy behind not wanting to adapt, the easy mode favoritism. Good laughs.
Given whats popular I would first just push back the 203's call in time and go from there. First off this means that a banking player is punished more. Second this means the strumtiger could actually have more than just one moment before becoming the ultimate CP block paper weight, and third it means more wiggle room for a germany that doesn't have spamy crowd control any more. The time adjust logic can even be applied to the BP to see if that unit would have a use besides being an I-Fail button.
But the late game heavy abundance also needs fine tuning since the game play feels, to say the least, boring.
27-02-2012 #1470The Same Map that the russians always play.. Farmland. Soviets Are Extremly Op there, i don't mind playing agaist soviets on that map. This Game Needs More 3v3 maps.
Ask the dev to support the community projects so the community can support the dev.
I'm just curios - after GOTY realise did you guys see more DLC maps available on hosts?
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