Aydin

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 49 total)
  • Author
    Posts
  • in reply to: Primary balance concerns: #12496
    Aydin
    Participant

    If that’s the logic I can support it, though I’m a bit confused: are we replicating 1941 for a few mins then reverting to 1944?

    All things considered I think you guys do a great job and I’ll support where you want to go. That said, that situation can be a game killer. If I’m winning it’s a great balancer. If I was already losing 60:40 beforehand (especially if SS) this can be the kiss of death. Pushed off another points worth of resources, trying to stitch together some fuel and by the time you get 1 P4 they already have a T-34 and more to support. Which is totally historical, just balance wise tough. To put it another way: surrender at min 10, especially if 1v1 or my allies are also losing at this point.

    Maybe the answer is “don’t lose before then!” but wanted to flag. As a player fighting SOV arm, I stress more prepping for those 3 mins more than any point in the game.

    in reply to: Primary balance concerns: #12432
    Aydin
    Participant

    I hear you on most of the points, especially the US AT rifle grenade. When fighting the US I’m loathe to make light vehicles for exactly that reason – high likelihood of an easy kill with little payoff.

    I’m ambivalent on your point about the Stug call in. It IS an ability I rush for T3 as TH, so that’s probably a sign it’s strong. At the same time, until we change the SOV Arm’s KV-1’s ability to call in straight at T3, I am loathe to hurt the Brander call in. I’ve posted about the KV-1 before, but a player who deploys it right as T3 hits gets golden hour where no AT is on the field. TH is one of the few docs that has a timely counter with Brander, so I always use it when fighting SOV Arm.

    I know call ins as a whole are being looked at (and adding a fuel cost to the KV-1 would fix my issue with it as it’s just time based) but otherwise I’m weary to nerf this critical stug call in.

    in reply to: A little buff to the Soviet Tier 0 infantry #10259
    Aydin
    Participant

    I don’t fully agree with the panzerschrek being the god tier counter for a KV1.

    Perhaps I’m playing against a player who really knows how to use it, but infantry is always a very risky proposition vs a KV1. The shrapnel shot is an insta kill on any squad, and if the player is smart they have infantry support with the tank to prevent inf getting in too close anyway.

    KV1 stays at medium range, picks off any defences, and moves forward with infantry as a proper assault tank.

    My best luck early game has been to pull back, disable with an AT mine, then flank with serious infantry support to handle theirs.

    Also yes, a stug can theoretically counter. However, the fuel costs means even if I’m teching up at the same pace, I need an extra 75 fuel before I can deploy compared to the KV1 at the start of tier 3. Not to mention, this assumes I never build a P2 or halftrack to help in the tier 2 game.

    The thing with soviet armor is their scout tank call in is also just manpower based, so they can hit with a number of light vehicles / MG killers even as they prepare for the KV rush.

    By mid tier 3 (i.e. when I have my own vehicles) this is not a problem. But that time frame in between means a good player will tear you apart and give them a strong winning position.

    It follows that the KV8 is not a problem, it has build time and fuel costs and you can counter it. It is the insta deploy for only MP in tier 3 that is my issue.

    I had a post here to go into more detail if you want to discuss Kv1: https://wikingeretow.com/wikingerforum/topic/delay-kv1-kv8-deployment/

    I agree to a degree with arty. Their mid game anti tank is weak, so it has vulnerabilities. Soviet armor is the only one I am very bullish on not getting any further improvements to.

    in reply to: A little buff to the Soviet Tier 0 infantry #10139
    Aydin
    Participant

    I agree in parts, but disagree with the thinking on the discord. Ironically I play with, but sometimes against, KC quite often.

    On paper, I’m OK with giving out extra firepower at a tier lock. And perhaps the soviets should have more “flavor” infantry (as in soviet artillery has one type of strelky, armor another etc.). Guards in particular, I think this suggestion has merit.

    That said, I don’t agree with the point that Soviets lose early game. The 270 vs ~335 manpower difference between Strelky and Jagers (for example) is significant. Strelky do fine vs weaker Axis infantry like Ostruppen or Pioners. In my experience, the Soviet player can often rush a position with extra numbers since their riflemen are more numerous. In particular, it allows for better flanking options to disregard cover. Maps that are very linear (e.g. Vire River) this can be harder.

    Also important to note that the soviets already have an advantage in that the Maxim is 10 munitions cheaper and has a wider firing range than the MG34. So I don’t think the soviet early game meta is behind the Axis.

    Historically/strategically, is there a case for “elite” soviet infantry in the docs that aren’t guards? Soviet casualties were higher than 1:1 even by the end of the war. Guards is chock full of elite infantry. Arty gets penals, and armor still has tank riders. I would find it odd to boost strelky significantly and give all 3+ soviet doctrines heavy infantry.

    I do see his point on Festung grenadiers. The 210 cost for Festung grenadiers is CHEAP, and my impression is they can fight more or less on the level of Strelky. Especially as you upgrade with rifle grenades. Correct me if I’m wrong.

    Going back to KC’s analysis though, I find his point on mid->late game off. When I play, the early KV1 rush gives me nightmares. I made a post about this a few weeks ago – it is very difficult to prevent a KV1 rush that drops right as they hit tier 3 due to the no fuel use. Early mid on vs. soviets I’m mentally preparing for it, doing my best to lay mines, rush the Sepp Brander call in etc. Some docs do better than others in the prep.

    I won’t go into much detail, but if I’m losing or the KV1 breakthrough is successful it’s basically game over for the axis. Especially hard if you’re already losing by that point as you have less strategic depth to fall back into, less fuel for a counter-tank, and also the soviet player doesnt NEED to push in the same way.

    Given the game overall game meta, especially when it comes to armor, I’m weary of any further boosts. Even artillery is nebulous — Penals are dirt cheap, their arty firepower is (naturally) incredible, and the Is-152 is an amazing heavy tank. They’re near perfect, with a mid/late game vulnerability to tank rush given mediocre AT. So all in all, I’m not convinced on the game impacts of empowering these 2 docs with even more firepower.

    • This reply was modified 4 years, 7 months ago by Aydin.
    in reply to: Captured M4A2 Sherman for SS Freiwilligen #10138
    Aydin
    Participant

    I don’t see why not? We have a captured Firefly so why not have captured Sherman.

    in reply to: 50 cal AA buff #10136
    Aydin
    Participant

    Not sure if I agree with your analysis to be honest Nick. I tend to switch between sides and I prefer the Soviet 50Cal halftrack to any of the other vehicles you’re mentioning.

    It’s mobile and has no set up time, making it amazing as a skirmishing unit. Any inf caught in the open immediately has to retreat, and sometimes you can chase infantry down with it.

    The set up time for the sdkfz makes it poor as an offensive weapon. You can creep forward with support, but generally if a player has an HMG in a building (or their own light AT rifles) it will have to pull off before even getting a shot. The 50 cal can go in and out.

    The 50Cal also KILLS the Panzergren light vehicle call in. I’ve found it infuriating to have a Puma, especially designed as light vehicle killer, to get shredded by the 50cal.

    The luchs is at a different tier as noted by death kitty. Added benefit is if the 50cal makes it to late game you have a free AA emplacement. Less of an issue when fighting Germans but still nice.

    While I agree that doctrines with panzerbusche have a strong counter to the 50 cal, doctrines that don’t are very exposed. The 45mm and raketenwerfer need to be set up on the angle of attack, and (at least for the 45mm) doesn’t even kill the half track. Rak also has shit range. Unless you’re charging in blindly, it’s easy to just outmaneuver the AT guns and force a retreat. Panzerfaust is a decent counter, but the range means you’ll have to get in close. Again, not an issue if you keep skirmishing at range.

    So while say, defense, is good vs the 50cal, a doctrine like Wunderwaffe is very exposed.

     

    • This reply was modified 4 years, 7 months ago by Aydin.
    • This reply was modified 4 years, 7 months ago by Aydin.
    in reply to: Delay KV1 / KV8 deployment? #10107
    Aydin
    Participant

    Yeah, I agree that some of the manpower only call ins are fun. They can also be a good way for a player who is losing (and often doesn’t have fuel) to do a past counter attack.

    Certainly I’ve seen the Tiger call ins work that way.

    Part of what makes the Tiger (free wiligne) or KT less dangerous is that’s they’re guarded beyond many CP points, and need a heavy panzer unlock. It’s  very unlikely you can bring them in early game.

    Conversely, the KV is easy to unlock and can consistently be a Tier 3 rush. So even just moving it further down the CP tree so it unlocks a bit later would work IMO.

    Or to put it another way: for tank hunters, my preferred counter is the Sepp Brander call in. In order to unlock it at the same time, I have to follow a strict order: 2 panzerfaust (light AT) -> Stug -> SB.

    I’d love to experiment with the improved AT mines or Volksturm, but against a player determined to hit the early KV1 I always deploy late.

    In big mixed multi its less of an issue, but if I’m doing 2v2+, I’ve found I’m basically limited to only TH, Defence, FW to have reliable defence vs it.  (granted haven’t tried PG recently). Luft has been very risky, but can be done in super urban maps.

    Tactically you are 100% right though. My newer successes other than the SB call in have been laying Teller mines and doing a light screen defence. Try to bait it into a mine within my lines then ambush.

    I find this strat works well if I’m winning or it’s an even game, especially urban. If I’m already losing, it’s hard to find extra room to pull back in, and the SOV player is less incentived to attack without serious support.

    in reply to: Delay KV1 / KV8 deployment? #10077
    Aydin
    Participant

    The problem is the KV1 doesn’t need fuel to deploy, and has no build time. So it can deploy before I can deploy Panzer 4, and that’s also assuming I skip any tier 2 light vehicle too.

    in reply to: Pink skins and invisible buildings #8530
    Aydin
    Participant

    I was unable to access my own PC to try a fresh install. However, I spent the weekend at my cousin’s place and was able to game with him on a desktop and his laptop, making this 3 independent PCs we’ve seen it on.

    The errors did not overlap though (i.e. when he had pink vehicles I did not see any issues)

    To answer your questions:

    1. Yes, all skins are up to date. Also, we did not use any skins. The skin slot was empty most games, same as the decal slot. Do I need to use the Wikinger removal decal?
    2. Yup, we used Conquest HZ and 3.3.4a
    3. We had this issue on multiple maps, vanilla and not. Mainly: Moscow Defensive Line (community), Anklet & Archery (8p default), Oka River (default).
    • This reply was modified 4 years, 11 months ago by Aydin.
    in reply to: Pink skins and invisible buildings #8513
    Aydin
    Participant

    I had this issue pop up again. I was playing a default map, Operation Sonnewild (not sure on spelling). No skins used. Most units were fine, but buildings were clear. In addition, the Panzer II had this weird silver shine.

    I was using Wehr with Tank Hunters. https://imgur.com/a/APif9e8

    in reply to: Panther Balance? #8449
    Aydin
    Participant

    Thank you!

    in reply to: Pink skins and invisible buildings #8448
    Aydin
    Participant

    Is there a way I can force refresh my textures? I’m fairly confident it’s just a data issue on my end, but the “verify game integrity” doesn’t seem to fix it.

    in reply to: Pink skins and invisible buildings #8443
    Aydin
    Participant

    A) playing Wehrmacht tank hunters

    B) AA half track and kubelwaggen (stolen from another player)

    C) only screenshots in imgur but can upload high res

    Ive had this problem before as well. When it happens all vehicles for my side are affected. It’s  also happened with Waffen SS.

    I had no skins active (not even Wikinger default)

    Empty buildings happen occasionally too. The “panther stellung” community map, but occasionally other or default maps too.

    in reply to: Pink skins and invisible buildings #8441
    Aydin
    Participant

    Could it be something else?

    I was using default skins and playing on Rzhev, a default map.

    in reply to: Panther Balance? #8426
    Aydin
    Participant

    In game, how do the versions have different stats? Online it sounds like the main changes were reliability improvements, but how does that manifest in Wikinger?

Viewing 15 posts - 1 through 15 (of 49 total)