I disagree about nerfing the base structures, Skill planes are already bad enough but make base defences even weaker will just make those things batshit OP. Any adjustments should be on the planes flight plan across the map.
Also learn to drop the fuel on the edges of your base sector and not straight through the middle where most AA guns can fire as it flies in.
Profile of Rollo
Post History of Rollo
Thread: Lend-Lease fuel drop and OKW base AA defences3 Mar 2015, 13:55 PM
In: COH2 Balance |
Thread: Steel Wires on Semoskiy bridges, any way around?3 Mar 2015, 13:29 PM
Never really had a problem against this, the wire takes hours to set up and unless you have lost control of the entire map it's not entirely hard to stop him doing so. M20 crews and Captain work just fine with attack ground to clear it. |
Thread: Panzer vor! An OKW Elite Armor Doctrine guide3 Mar 2015, 13:11 PM
I struggle to see the advantage of not teching like soviets, unlike them your tier 3/4 structure doesn't cost 120 fuel and T4 is pretty important for Obers unless you want to drown in a sea of rifleman, paras and shocks from which there is no escape (especially without MG's or falls). You also deny yourself of one of the few OKW breaks early game which is the flak truck locking down your fuel/cut off until the opponent can bring up a supported ZiS or Armour. The P4's in this doctrine are also over priced when you look at the mirrored call in for E8's and 85's that both come in great doctrines respectively (Guards motor and Rifle Company) that are arguably two of the strongest in the game. Basically I keep this commander in my load out if I need a instant double tank call in to rush a single sherman/T-34 but apart from that it hardly gets any use. If this doctrine had an infantry call-in to replace obers it might be somewhat usable, Sturms really struggle post nerf and even against rifleman/cons they drop like flies. In: Guides |
Thread: (Infiltration) Grenades against buildings27 Feb 2015, 17:26 PM
Americans and Sov float muni compared to OKW so it's not really comparable, 90 muni for guaranteed squad wipe as US is nothing. In: COH2 Balance |
Thread: OKW manpower penalty?27 Feb 2015, 16:55 PM
Maybe not 4 mg-34s Then I'm glad we cleared that up In: COH2 Balance |
Thread: OKW manpower penalty?27 Feb 2015, 16:52 PM
Except that pretty much never happens, three volks + 2 MG34's and then on to falls/obers is the meta. Not sure what high level players you've been watching, but I can't imagine they can be that effective with a four MG BO. In: COH2 Balance |
Thread: (Infiltration) Grenades against buildings27 Feb 2015, 16:29 PM
Infiltration grenades are fine when you consider how long they take to throw compared to say the guards grenade which will decrew an MG 95% of the time. Not to mention they are doctrinal and the only reliable early/mid game counter to garrisons OKW have, if you can't micro your con squad out while the volks all stop shooting and enter the rather obvious throwing animation then you deserve to get taken out with the building. Sov/US also have demo charges which will instantly one shot wooden houses with the units inside without warning, I don't see any threads going up about that. In: COH2 Balance |
Thread: reasoning for putting a flak gun on the OKW base building?26 Feb 2015, 15:01 PM
reasoning for giving out free infantry units with USF tech? what problem does USF have that they need to be there? if the faction's basis is to just spam rifles until you win/need extra AT, shouldn't teching for AT be the hard part of the faction? instead of just getting a free double Bazooka squad when you tech up. Why is the captain permanently dosed up on speed at vet 3? why does he snipe infantry models and wreck light and medium tanks with ease? would removing him hinder USF completely? do you believe he is too powerful? In: COH2 Balance |
Thread: Damn this balance26 Feb 2015, 02:00 AM
Your problem is that you're just another typical US shitter that jumped on board when WFA released that can't even use his own faction properly. If you weren't you would see that balance is a hell of a lot better now than it was in the past. Allies are anything but UP in teamgames, I'm yet to see a counter for quad rifle company cheese that can completely engulf the map and end the game in under 10 minutes in 4vs4. I love team games and not much a 1v1 player. I'm to the point of just sticking with CoH1 and playing Homeworld when it's released (not a Relic hater), but CoH2, buh-bye. Relic balance team, y'all have a lot of work to do; otherwise, it won't be too long before that searching says "Axis 100%, Allies 0%" I suggest you either git gud or buy homeworld and leave. No one wants to read your blog on the balancing forums. In: COH2 Balance |
Thread: Nerf Greyhound Canister Shot26 Feb 2015, 01:07 AM
I abuse this ability to the max when playing as US, nothing better than clicking to delete a vet Sturm/Obers squad trying to backcap. Works great against Paks too, just drive up as they try and rotate only to be turned into red paste mid action. IR Arty is ridiculous, 140 muni and it two shots a OKW truck. I've even taken out Jagdpanzers before because the first shell will engine crit as they try and escape. In: COH2 Balance |
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