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Commander Update Beta 2021 - OKW Feedback

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5 Apr 2021, 18:08 PM
#141
avatar of Katitof

Posts: 17875 | Subs: 8

jump backJump back to quoted post5 Apr 2021, 17:52 PMKT610


OKW also has 4 close to mid range squads (Strums, Volks, Pfus, and Fallschirmjägers) but what OKW does lack a mainline long range combat infantry

So do soviets and USF.
That isn't an argument nor a problem.
That's how faction is balanced.
5 Apr 2021, 18:20 PM
#142
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post5 Apr 2021, 17:21 PMKT610


then just make them a 4 model squad and give gren kar98ks, that way OKW players have a choice to go with Volks a more durable 5 model mid to close range squad that can build sandbags or go with Pfus a more fragile 4 model long range squad that can get access to LMG42 or Panzerschrecks

Why give them mini Obers????
5 Apr 2021, 18:21 PM
#143
avatar of ZeroZeroNi

Posts: 1563


OKW does have long range 4 man squad already.... 2 in fact.

DO you mean Obers and JLI???
5 Apr 2021, 18:29 PM
#144
avatar of KT610

Posts: 69


Why give them mini Obers????


no its to give OKW a Grenadier equivalent unit
5 Apr 2021, 18:32 PM
#145
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post5 Apr 2021, 17:52 PMKT610


OKW also has 4 close to mid range squads (Strums, Volks, Pfus, and Fallschirmjägers) but what OKW does lack a mainline long range combat infantry


M8 i don't about you but a single FG42 has the same max range dps as a single Bren LMG and has higher dps than a BAR(equal to mando sten) at close range i'd call em every range.
5 Apr 2021, 18:33 PM
#146
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post5 Apr 2021, 18:29 PMKT610


no its to give OKW a Grenadier equivalent unit

But Grens are mini OBERs
5 Apr 2021, 18:36 PM
#147
avatar of KT610

Posts: 69



M8 i don't about you but a single FG42 has the same max range dps as a single Bren LMG and has higher dps than a BAR(equal to mando sten) at close range i'd call em every range.


Fallschirmjägers are overpowered and have needed a nerf for a long time
5 Apr 2021, 18:55 PM
#148
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post5 Apr 2021, 18:36 PMKT610


Fallschirmjägers are overpowered and have needed a nerf for a long time

Not really. Considering LGM para's are stronger at long range and are far more tanky. And just about every
cqc infantry squad are more tankier then them + allied infantry in general are more resilient and have higher dps. If you don't consider Shocks, Rangers, Paras, Mandos too be OP and long deserved of nerfs than Falls don't deserve it either.
Pip
5 Apr 2021, 18:59 PM
#149
avatar of Pip

Posts: 1594


Not really. Considering LGM para's are stronger at long range and are far more tanky. And just about every
cqc infantry squad are more tankier then them + allied infantry in general are more resilient and have higher dps. If you don't consider Shocks, Rangers, Paras, Mandos too be OP and long deserved of nerfs than Falls don't deserve it either.


All of those squads have a preferred range, though. Fallschirmjager are exceedingly strong at /every/ range.
5 Apr 2021, 19:06 PM
#150
avatar of NorthWeapon
Donator 11

Posts: 612

jump backJump back to quoted post5 Apr 2021, 17:43 PMPip


STGs and (non JLI/Sniper)G43s have pretty much the same role, though... It's just that G43s are better at it.


Ah this now reminds me of the gun confusion because I always see the STG as a great close range gun and okay mid range, G43 as great mid range and okay other ranges.

Forget the guns, what I mean is Volks should be a mid range unit and Fussies should be a close range unit. That way there are different roles. JLI serves sniper role, Ober serves long range role. Fallschirmjager serves run and gun and ambush role.

Now everyone is happy.

OKWs CQB unit is an engineer unit that you don't want to spam. Fussies can be a CQB unit you can make many of, like Shock troops
5 Apr 2021, 19:19 PM
#151
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post5 Apr 2021, 18:59 PMPip


All of those squads have a preferred range, though. Fallschirmjager are exceedingly strong at /every/ range.

Ok, so what is the preferred Range for LMG Para's vs Grens/Volks/LMG obers??? the answer is every range.
What do you think the preferred of 2x LMG mandos are vs PG's/IR obers/LMG Obers??? the answer is every range.
Those squads are also extremely strong at all ranges.
5 Apr 2021, 20:13 PM
#152
avatar of Fargoth88

Posts: 30



Ah this now reminds me of the gun confusion because I always see the STG as a great close range gun and okay mid range, G43 as great mid range and okay other ranges.

Forget the guns, what I mean is Volks should be a mid range unit and Fussies should be a close range unit. That way there are different roles. JLI serves sniper role, Ober serves long range role. Fallschirmjager serves run and gun and ambush role.

Now everyone is happy.

OKWs CQB unit is an engineer unit that you don't want to spam. Fussies can be a CQB unit you can make many of, like Shock troops


Due to the fact that they have a build time and an 80 munitions upgrade, they can't really be spammed like shocks. Building them after the early game isn't really worth it right now because of that.

The biggest problem i have with panzerfusiliers is that you have to commit to a doctrine in the first minutes of the game to use them. I would much rather have them be a 2 cp call-in (as a 6 man squad).
5 Apr 2021, 22:05 PM
#153
avatar of KT610

Posts: 69


Not really. Considering LGM para's are stronger at long range and are far more tanky. And just about every
cqc infantry squad are more tankier then them + allied infantry in general are more resilient and have higher dps. If you don't consider Shocks, Rangers, Paras, Mandos too be OP and long deserved of nerfs than Falls don't deserve it either.


fallschirmjager squad fg42 dps

range 0: 13.752
range 15: 11.4
range 35: 6.814

Shocktroops squad dps

range 0: 12.797
range 15: 4.151
range 35: 0.182

Rangers SMG DPS

range 0: 18.412
range 15: 10.776
range 35: 0.648

Commando SMG dps

range 0: 14.133
range 15: 5.678
range 35: 0.247

Commando LMG dps

range 0: 6.174
range 15: 8.901
range 35: 12.016

paratrooper LMG dps

range 0: 6.065
range 15: 8.078
range 35: 8.936

https://coh2.serealia.ca/







5 Apr 2021, 22:19 PM
#154
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post5 Apr 2021, 22:05 PMKT610


Commando LMG dps

range 0: 6.174
range 15: 8.901
range 35: 12.016

paratrooper LMG dps

range 0: 6.065
range 15: 8.078
range 35: 8.936


what about the sten/Carbines they still have unless they are down to 2 model it's not like they don't deal damage.
5 Apr 2021, 22:59 PM
#155
avatar of KT610

Posts: 69


what about the sten/Carbines they still have unless they are down to 2 model it's not like they don't deal damage.


stens are under commando SMG

Paratrooper carbine

range 0: 10.016
range 15: 4.499
range 35: 1.837
5 Apr 2021, 23:16 PM
#156
avatar of jagd wölfe

Posts: 1660

jump backJump back to quoted post5 Apr 2021, 22:05 PMKT610


fallschirmjager squad fg42 dps

range 0: 13.752
range 15: 11.4
range 35: 6.814

Shocktroops squad dps

range 0: 12.797
range 15: 4.151
range 35: 0.182

Rangers SMG DPS

range 0: 18.412
range 15: 10.776
range 35: 0.648

Commando SMG dps

range 0: 14.133
range 15: 5.678
range 35: 0.247

Commando LMG dps

range 0: 6.174
range 15: 8.901
range 35: 12.016

paratrooper LMG dps

range 0: 6.065
range 15: 8.078
range 35: 8.936

https://coh2.serealia.ca/




This data is wrong and outdated by at least 1 patch
5 Apr 2021, 23:17 PM
#157
avatar of KT610

Posts: 69


This data is wrong and outdated by at least 1 patch


Do you know of anywhere I can find update DPS models?
Pip
6 Apr 2021, 01:42 AM
#158
avatar of Pip

Posts: 1594

jump backJump back to quoted post5 Apr 2021, 23:17 PMKT610


Do you know of anywhere I can find update DPS models?


I believe Hannibal is working on something at the moment.
6 Apr 2021, 01:50 AM
#159
avatar of Spoof

Posts: 449

If Fallschirmjagers really need a nerf that bad (which I am of the opinion they do not), at least keep the 4x FG42s because they're cool.
6 Apr 2021, 06:50 AM
#160
avatar of Vipper

Posts: 13476 | Subs: 1

105mm Artillery Barrage

Suggestions:

280mm Rocket Barrage

Suggestions:
Increase penetration 70+, 60 can still deflect on static emplacements and the majority of arty abilities have much higher penetration

Buildable 20mm Flak Emplacement


Suggestions:
Allow the unit to gain experience

Command Panther


Suggestions:
Lower price of flares, they are available to Soviet mortars and infatry earlier and much cheaper.

Command Tiger

Suggestions:
Either balance the unit a Command Tank with lower stat or scrap the Command aspect and balance a heavy tank

Early Warning Flare Traps

Suggestions:
allow ability to be used on enemy/neutral sectors

Emergency Repairs


Suggestions:

For the Fatherland


Suggestions:

Heavy Fortification and Field Defenses


Suggestions:

Incendiary Munitions for Le.IG

Suggestions:
merge the ability with flame throwers
increase CD
decrease scatter the ability can easily completely miss
reduce the friendly damage can cause crew to die if it hit shot blockers

Jagdtiger


Suggestions:
Lower XP

King Tiger

Suggestions:

Le.FH 105mm

Suggestions:
Replace the vet 5 ability with something actually useful. Like the ability slowly respawn crew or slowly heal

Opel Blitz

Suggestions:
Allow the unit to transport medical kit and uncrewed support weapons

Pak43

Suggestions:

Panzerfusiliers


Suggestions:
Reduce cost and lower number of G43 to 2. Or rebalance the unit as a support unit.

Radio Silence


Suggestions:

Sturm Offizier

Suggestions:
lower XP value of the unit
add vet bonus the lower mu for abilities

Sturmpioneer Flamethrower

Suggestions:
Replace with Flamer engineer unit with stats similar to VG , that can upgrade with flamer.
Unit can upgrade with minesweeper build sandbag and normal wire.
Low Pop so that can offer support to the over burden SP

Sturmtiger


Suggestions:
Change the Squad wipe potential to utility
Increase hull mg damage
lower damage of grenades possibly change them to always on
hard cap model kill
add critical to vehicles/infantries (injured gunner/driver..)
Allow world piercing

Valiant Assault

Suggestions:
Move Falls reinforcement to this ability, (lock behind tech if necessary)

Zeroing Artillery

Suggestions:
as a primarily defensive ability lower power and cost
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