Nyvre

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  • in reply to: Next Army to be modded #5933
    Nyvre
    Moderator

    I feel the priority should be on the weakest factions first. Of course everyone likes playing what is strong right now but what is strong right now actually needs a rework the least badly, unless it is overpowered as all hell.

    in reply to: Iron Will – Anti Tank Tactics? #5733
    Nyvre
    Moderator

    The Pak you get is very powerful but as you pointed out the fact it can’t turn means it can’t solve all your issues. While panzerfausts are greatly useful against the heavier armour I would suggest the SU-85, an often overlooked unit that Iron Will has access to. Also, early game you might get some use out of the little AT gun you can build.

    If the enemy is barraging your HQ, I suggest using the medic’s retreat point ability and keeping your units away from the HQ.

    I agree that wunderwaffe would be good for a more normal doctrine although luftwaffe is also doable, although it trades off things like getting a king tiger for more air based abilities, so it can very much depend on the map.

    If you want the most detailed advice I can provide, I suggest https://wikingeretow.com/wikingerforum/topic/if-you-need-advice-or-wonder-what-went-wrong-replay-review/

    in reply to: Stuka Zu Fuss and friends… #5598
    Nyvre
    Moderator

    I legitimately think artificial methods are necessary. If it was perfectly realistic, stuka would have much longer range and much less accuracy anyway, so I am not sure if barrage spread would even be artificial.

    Points two and three would just be realistic, but it doesnt really matter if you already deleted the enemy army, which is what it does right now.

    in reply to: The super-post of Unbalance :D (WIP) #5566
    Nyvre
    Moderator

    The other Heavy Mortars are no issue?

    in reply to: Jackson/Pershing T30E16/M304 HVAP #5528
    Nyvre
    Moderator

    A weak spot sounds like a decent idea although I feel leaving the Jackson out despite having the same gun and the Jackson underperforming anyway is a bit sad. Jacksons need love too.

    in reply to: King Tiger has no cost effective counter #4835
    Nyvre
    Moderator

    Pease read the op before posting, I clearly outlined the following:

    • A king tiger costs 2100 manpower
    • You need 1800 manpower 300 fuel and 150 munitions to kill one when playing armor and even more when playing infantry.

    The fact that airborne can handle them with a single air strike if there are no distractions is strange but if it compensates for the fact that armor and infantry have no cost efficient counter is a very different question. I personally think that needing a specific doctrine to deal with something at a low price and otherwise needing such a wealth of resources that they are almost unthinkable isn’t desirable.

    • This reply was modified 7 years, 1 month ago by Nyvre.
    • This reply was modified 7 years, 1 month ago by Nyvre.
    in reply to: King Tiger has no cost effective counter #4827
    Nyvre
    Moderator

    A sherman does less than half the damage to a king tiger that a jackson does and still needs 50 munitions to even penetrate a king tiger.

    Nyvre
    Moderator

    The issue begins not when they take the second VP, but when they got to hold unto two fuel points for a big part of the game. It is this which allowed them to make a large number of 76mms and why they got to spamming shermans right after. From the point where they got 2VP onward it was +33 fuel for them vs +16 fuel for you, far from a favourable scenario. Because you didnt have much Anti Tank in place and you were surrounded they got easy pickings at where to attack and what to attack, which is a big advantage. The Allied player kind of played into them being weak at first, he saved a lot of resources to push out a lot of tanks when he got the fuel. Since he put a MG on every of his tanks, panzerjager teams lost much of their effectiveness and would only work at proper effectiveness when camouflaged. You always had units not doing much at all, I can understand if you are distracted/gearing up for a big attack but still most of your infantry units spent ~25% of their time standing still with full health and would’ve probably done better on the front line or being returned for manpower, although I understand if you dont want them to get slaughtered by the sherman spam that took off at this point.

    However, to some degree it is wasted potential, they could’ve helped holding off enemy infantry or been returned to buy you a few more tanks or AT guns; look for units with a clock icon in the top right or use the hotkey. A beobachtungswagen can’t beat a 76mm, think of them as something kind of like a worse panther, fast, big gun and a bit armoured. Depending on their equipment shreks(countered by MG), AT guns(countered by HE) or jagdpanzers /should/ help. The shermans got hurt but they didnt get killed, because your AT units died one by one. Like I said before, the principle of tank warfare is that your anti tank forces must attack as a whole when the opportunity is there, although judging such perfectly does to some degree depend on your intell. Intell seemed low during most of the game, killing or avoiding the enemy tanks is much harder if you dont know where they are. There were /multiple/ points where a butterfly bomb strike could’ve hit them while the crews were outside of their vehicles, for example. Your ally was far from optimal, often had his units sitting somewhere being useless, but the amount of impact you can have on that is, sadly, not that big, beyond maybe some shouting.

    By the point the enemy got wolverines he had 350 fuel from having double your fuel income for a decent amount of time. Watching your ally throw a single stug at the two wolverines was a silly sight to behold and the fact he eventually only built tigers was just a bit silly, especially considering he didnt, as you mentioned, use them to fight the 76mm. Your MG firing on the KT was a waste, retreat and set it up in camouflage with holdfire if you want to keep it near the front, firing on the KT just makes it slowly lose men.

    When the enemy has 5 tanks, you have 1 tank and 1 AT gun and you have half the fuel income your situation is precarious, but my advice would be to, rather than send in one AT gun, wait untill you have a few, so you can instantly kill a sherman, that helps put the fear of germans back into the allied hearts and a dead tank is much better than a few dents. That is really the BIG difference between tanks and infantry, infantry you can just bleed down, but tanks are all or nothing, it either dies or it gets repaired, so you need to bring enough to kill them dead and fast or not fight at all. This may sound a bit silly but you did have 600 manpower in reserve the moment you sent your AT gun at them and had some volksgrenadiers who proceeded to do nothing for the next few minutes. As the game goes on beyond this, the chances of victory get less and less, the enemy has more tanks and more resources and I understand it is hard to pin point when to make the all out counter attack but even keeping 3 AT guns at camouflage would’ve helped more than trickling in anti tank to their deaths. The barrage on their single wolverine once again hallmarks bad intell and was better saved for when the enemy would face your AT with his tanks. When the situation became this, your ally became worthless, not returning his crews for manpower and just only building a tiger now and then. Here we reach the point where the enemy tank blob only grows and your chances of victory begin to disappear. It is then my replay crashed, but this should be comprehensive enough as it is.

    While the dissertation above includes some nitpicks, my main points are:

    • Use AT together and all at once or keep it on the defensive/camouflaged/behind untill you can, tanks are all or nothing, they either die or get repaired
    • Intell is key
    • If units dont do anything, use them or return them for manpower. I can understand them waiting for a big charge, but them sitting not even on the front line and doing nothing is a waste, although I understand you may not be focused here.
    • And really, this game came for a big part down to resources, letting your enemy get a lot of fuel while they had saved a lot of manpower was what lead to this tankspam of theirs.

    Hope this was helpful!

    in reply to: Schwartze Katze too cost efficient #4763
    Nyvre
    Moderator

    Really when considered maybe the fact that bundle grenades cost 45 munitions while satchel charges cost 50 despite bundle grenades having larger range, shorter fuse and squadwiping efficiency maybe bundle grenades need some changes too 😛

    • This reply was modified 7 years, 2 months ago by Nyvre.
    in reply to: Hotkeys #4756
    Nyvre
    Moderator

    Can you make this a public service announcement?

    in reply to: Hotkeys #4753
    Nyvre
    Moderator

    What do you mean by this? Turn off classic hotkeys?

    in reply to: Hotkeys #4733
    Nyvre
    Moderator

    I know this has been an issue before but it was usually relegated to the less used abilities. However, I have noticed some more glaring issues with the new hotkeys, namely:

    The grenades, at least german ones, are keymapped to A. Attacking, an ability just about every unit has in the game, is also mapped to A. This means that basic infantry no longer has a grenade hotkey.

    Worse yet, schwarze katze camouflage is mapped to C, but booby trap point is also mapped to C and booby trap point takes priority, which is a real pain because the amount of times you want ot quickly leave camouflage is much much greater than the amount of times you need to booby trap points.

    If anyone knows anymore very glaring hotkey issues, please comment!

    Nyvre
    Moderator

    I don’t have enough experience with infantry to accurately respond beyond “when you float that much muni you can give every squad a bazooka and remember that smoke and WP do a bit of work, smoke especially is underrated in its effectiveness at forcing a heavy tank to either do nothing or move forward towards your bazookas”

    One line that really stuck out to me however was “OKW Panzer and US Armour are good at all things armoured (2 points) but they give up all indirect fire. ” which isn’t entirely true.

    OKW Panzer has the V1 and the Arado bomber, two of the strongest(and costliest) indirect fire abilities in the game and US armour has the command vehicle which can drop in barrages(phosphorous, iirc?) and the calliope

    And I should mention that the mortar halftracks are some of the best indirect fire units in the game, their ability to drive away after a barrage are great for survival and the smoke has great utility. The US has an especially good mortar halftrack considering it takes only two delayed fuse barrages to destroy an OKW base halftrack(which may be a bit overpowered, but nobody ever uses this, it is however the reason why I scarcely put my medic HQ very far forward)

    • This reply was modified 7 years, 2 months ago by Nyvre.
    in reply to: leig takes (almost) no bullet damage #4528
    Nyvre
    Moderator

    I mean the crew, the coloured bar on the weapon, no the white one. Grenades (and, allegedly, sniper rifles) do seem to do damage but rifles, SMGs, etc. don’t.

    in reply to: Changelog 3.1.6b hotfix live on Steam now ! #4196
    Nyvre
    Moderator

    Do these changes to forward HQ spawning also apply to bunkers that can recruit units?

Viewing 15 posts - 1 through 15 (of 24 total)