Forum Replies Created
-
AuthorPosts
-
DamianParticipant
I could agree on a price change I guess. >800 -> 650 I guess would be more fair
DamianParticipantGrayWolf here
I agree or mostly agree with:
US arty: 1, 2
UK GA: 1,2,3
UK LA: 3
US INF: 1,2The rest is bad idea imo.
If you think that Guards Armored firefly with 6x scope is bad, then well… :V
I’d say it’s the best AT that allies have tbh (still not any good compared to some axis counters).
I will be guessing, but increasing the range by 1.3-1.5 is a pretty damn good ability. Whether you can actually penetrate the enemy tanks is another thing though.Anyway… Range buff is the best buff a non-artillery unit can receive, there is not a single better one. Ability to outrange any other unit of your class really makes it really powerful.
DamianParticipantPersonally I would not give them an early PzShreck, I’d rather give them Pz Buchse 😛
DamianParticipantSome twists on the already existing abilities like:
1. “Stalingrad, to the last man”
Ability that you activate once and it works for the whole match (like 60 minutes). It buffs stats of all units, but decreases the fuel/manpower/munition supply or the other way around.Basicly it’s an ability that will work for the whole match and because it’s a double edge sword, you should thing twice about activating it 😛
2. Human wave
You get 4 random non-elite infantry squads and 2 elite squads. Disables manpower supply for 4 minutes. (So it’s around 1000-1200 manpower).
The twist is that you don’t pay anything intially, so you can use it when you lose as last restort type of a thing. Complete oposite of the previous ability, even though they work the same way 🙂3. Buff IS-2 / ISU-152 AT capabilities
IS-2 is a great AI tank but it surely is underperforming against German super heavies. Give it a higher chance to stun these types of vehicles.All in all Russians as they are, they’re super powerful already. Their units are well balanced for the purpose of the mod (they stand toe to toe against OKW). The only thing that really needs to be worked on is the tech tree. Good job guys 🙂
DamianParticipantOllhausen changed the stats? Unheard of! :O
Jokes aside, nice change I like it 😀
DamianParticipantIt should be either Brits or WH, because Soviets are good enough as they are right now.
I agree with Kitty though. After US arty there should be 1 patch solely made to balance already 2 existing factions (USF and OKW)
DamianParticipantProbably a problem with target tables.
DamianParticipantFucking Biggah’s name lmao
<— One and only Garry 😛
- This reply was modified 6 years, 9 months ago by Damian.
DamianParticipantGlorious defensive doctrine! 😀
DamianParticipant2nd option always works. Best defense is offense 😉
DamianParticipantI can agree with this.
DamianParticipantAnswered both questions in your second post.
DamianParticipantHi there,
Iron will is more or less a support doctrine and like you pointed out, early armor really can be painful when you play it but… You have some tank counters like panzerfaust truck and you can also build russian tanks really early in the game (from mechanized). If you can survive the mid game, you can just call Tiger to finish enemy armor off.
As to say about counter arty. IW is the most skill intensive doctrine and it requires you to split your troops and utilize your own heavy artillery to fight it. One way to counter arty is simply to dodge it. Your troops are super cheap to reinforce so all you have to care is to move Reserve truppen along your offensive and reinforce squads without having to retreat. Basicly, arty hits you, reinforce and press on. By the time enemy has multiple arty pieces, you should have your own, which is far more powerful than what Zis-3 can do.
All to say, IW really struggles against early LVs/Tanks, but most importantly mortars and snipers.
You’ll see it the more you play the doctrine.
I tried to help you with countering tanks/arty, but countering mortars and early snipers is really painful for IW and it’s one of the reasons it’s considered more of a support doctrine.Strategies I’d recommend is spending your first 2 command points on sniper call-in (2 gebirgsjaeger), so you can keep up the moment you gain in the early game.
Then you spend your points for unlocking t-34 in mechanized truck. Get those ASAP or get Suczkas (the 76 mm TD). You need either of them to properly fight tanks mid-game. Suczka is better at fighting tanks than t-34, but t-34 allows you to kill infantry as well as medium tanks. Pick whatever suits the situation.After you unlock t-34 go for unlocking pak40 emplcament and artillery. Your pak40 has a really long range and can easily kill enemy tanks, but remember, it cannot rotate.
Your arty is one of the strongest in the game, so the quicker you get it, the more painful it’s gonna be for enemy!
After that you can pick whatever is needed or just floats your boat.If you need any more help, hit me up on discord, my name is GrayWolf 😉
DamianParticipantWell basicly if people see someone doing it, they won’t play with them so…
But Seans find need fixing if possible
- This reply was modified 6 years, 10 months ago by Damian.
DamianParticipantGood find Sean.
From my side I’ll just add that if you grenade your own mortars and kill the crew (it extends to any kind of support weapon), you can build another one and recrew the one you grenaded (so you end up with 2 mortars).
I don’t think if anything can be done with this.
Same goes for the decrewing/crewing tanks, but most (if not all) limited tanks in wikinger probably don’t have option to decrew, so it should be fine.
-
AuthorPosts