After playing quite some games now:
Early game completely changed:
Buffed volks can actually now deal with allied infantry. Kübel can be used for "cap jumping" - that means you don't fight, you just decap points forcing your enemy to move his forces towards your kübel, sacrificing map control & binding resources.
Weak spot in early game: Schrecks & Grenades come now a bit later, because you have to accumulate at least 45 fuel first. A flanked Raketenwerfer, or a HMG in a building can cause quite some trouble.
For that you get a buffed mid & late game.
Light vehicles (Flak HT, Luchs, Puma) now become actually affordable and you don't lose the game by losing a single unit.
Getting several of those might be even rewarding due increased map control.
You can replace likewise tanks in late game easier, helping you to stay equal in the resource battle.
However:
-no tank support in T2 & T3 since the JP4 has been moved to T4. You now have to deal with rushed anti infantry tanks by using mines, schrecks, raketenwerfer & puma. But since this is all more affordable, its also manageable.
-blobs backed up with an AT gun pose a huge threat, since you can't suppress them, as the MG34 is still no stock unit. Looks like you still have always rely on Luftwaffe support for competitive 1vs1 games.
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If you need to know stats of certain unit: http://stat.coh2.hu
Which faction is OP and which is UP? Check it out here
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Which faction is OP and which is UP? Check it out here
Tips for beginners and wannabe pro's
Post History of AchtAchter
Thread: First impressions about the future OKW rework21 Nov 2015, 02:06 AM
In: OKW Strategies |
Thread: Introduce caches in OKW20 Nov 2015, 23:44 PM
I also think the match up is the most balanced at the moment. By the way, breakthrough tactics doesn't affect the Kübel because its a vehicle and the ability only applies to infantry. I tested it In: COH2 Balance |
Thread: OKW Balance preview v220 Nov 2015, 23:02 PM
Starting manpower is the same for every faction, except for Ostheer, they have a bonus. It's not a balance issue etc., just rather a bug. In: COH2 Balance |
Thread: OKW Balance preview v220 Nov 2015, 22:33 PM
Starting Manpower hasn't been adjusted for OKW & USF with the new Changes. USF should have now 40 mp less, while OKW should have 20 MP more. However they remained unchanged. In: COH2 Balance |
Thread: *Relic* OKW balance preview mod v2 feedback20 Nov 2015, 17:29 PM
Okw is in dire need of the MG34. Blobs with zooks or backed up by a single at gun just can brute force their way through anything. Without an ISG that suppresses or a Kübel that does a suppression kite this disturbs fundamental game mechanics. The flak ht is shut down by a single at gun or a piat / zook blob honestly it has less survivability than a HMG squad. In: COH2 Balance |
Thread: Balance Preview Patchnotes20 Nov 2015, 11:51 AM
Yeah KT gut buffed a lot. No building time, less popcap and its actually affordable. It's not like you would ever have more than one anyways. In: COH2 Balance |
Thread: Introduce caches in OKW20 Nov 2015, 10:13 AM
I have a better idea. Sure, the moment you have to pay for the Lieutenant, Captain, Major. Also cheaper teching is relative (edited the numbers, thx elchino) Costs for the first P4 295 Fuel Costs for the first Sherman 275 Fuel. Costs for the first Stuart 115 Fuel Costs for the first Luchs 120 Fuel It's practically mirrored. At topic: I personally don't care, salvage somehow gives you still a unique flavour, so I prefer it. Can't have salvage and caches imo. In: COH2 Balance |
Thread: *Relic* OKW balance preview mod v2 feedback20 Nov 2015, 09:16 AM
It does the exact same damage as the molotov, after the DOT nerf of flames are not OP or even strong anymore. In: COH2 Balance |
Thread: OKW Suggestions20 Nov 2015, 09:12 AM
Volks are pretty decent now in the preview. 260 MP is only a slight change from what we have now and would increase their reinforce to 26 MP, which is needed so that losses have some sort of impact on MP bleed. All the prices on the starting squads are rather symbolic and only indicate who should win against whom, the bigger the gap, the bigger the advantage, see Grens vs Rifles 240 vs 280. If Volks cost 260 they would always have to win against cons, soviets would be screwed.
It's irrelevant what they get as you can always adjust weapon profiles. 3 could equal 1.5 Bars, the point I say 3 is because its more balanced when a squad drops it's damage when losing models. Thats why lmgs are the strongest weapons in the game, even with one unit you still do a lot of damage.
Tell us how elite they are when they lose against Rifles or Sections just because they dropped one model on approach. So much elite ![]()
Because mines should not be spammed, which they can if they are on mainline infantry.
ZiS can do that too with a doctrine choice. Further pratically it would make OKW even more vulnerable to early vehicles, which was the whole point behind the change, to make them viable. Again units in cover clump up and can be easily wiped by nades or AOE -> more frustration.
We have right now a Panther OP Thread and it seems that most community members think the panther is fine the way it is. And finally, I checked you playercard, you haven't played a single OKW game in the last months, why don't you spend more time on actually playing the game and trying to understand the changes you suggest would bring gameplay wise, instead of suggesting it? In: COH2 Gameplay |
Thread: *Relic* OKW balance preview mod v2 feedback20 Nov 2015, 08:37 AM
What do you mean? All grenades have the same throwing time, unless its a molotov, they are all mirrored afaik. In: COH2 Balance |
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Crazy game vs BPX clan, both teams less than 10 vpsby: AchtAchter map: Ettlebruck Station12-2,972
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