I think it would really help if the Luchs was given a larger cloak detection range. I feel like it's one of the OKW's only reliable counters to snipers, and with brit snipers being used so often these days, it would really help to counter them more effectively. The same can be said about commandos.
I'm just having a really hard time dealing with brit snipers as OKW. The manpower bleed is insane, and I just cannot find a way to kill them aside from getting out an early luchs, and even that isn't a true counter considering the brit sniper has a vet0 engine damage snare (which honestly really needs to be moved to vet 1 at least!).
Once you get the Luchs some veterancy though, it kills infantry really nicely.
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Thread: [OKW] [All Modes] [Panzer II Luchs Timing]9 Oct 2015, 20:50 PM
In: COH2 Balance |
Thread: AEC Armored Car6 Oct 2015, 02:10 AM
I think it's in an alright place right now. It feels a lot like the Puma, light, fast and can pack a punch against medium tanks. I don't think it needs a boost against infantry, it doesn't do much damage right now, just like the puma, but is that necessarily a bad thing? It's meant to counter 251s, Luchs, etc. not infantry. I think the real reason it's so under-utilized right now is because people would rather just save the fuel and get out an early Centaur considering how powerful it's performing right now. In: COH2 Balance |
Thread: [OKW] [All Modes] [Panzer II Luchs Timing]6 Oct 2015, 02:05 AM
I think it's fine right now. Well, if you went the Mech Truck you're probably not going to get an early Luchs regardless, since you have to invest fuel in the vehicles of that building. But, the Luchs is a perfect match if you went for the Battlegroup headquarters, because you won't be spending any fuel unless you got a Kubel or IR halftrack, which is only 10 fuel if you got both. My general OKW strategy right now is Volks -> Volks -> Battlegroup -> Leig -> Retreat battlegroup upgrade -> Schwerer -> Luchs. If I have excess manpower I get either another Leig or a third Volks. Sometimes though on building heavy maps having a second Sturmpio squad is nice. Luchs I think performs very adequately. It's not going to insta-kill infantry like a Centaur, but it's really light and fast, which makes it perfect for chasing down retreating squads. It's also easy to flank and circle around AT guns before they even fire on your luchs, especially against Brits since they have no snares (that is unless they have a sniper). With all that said, an OKW unit I would love to see get some attention is the Sd.kfz 251/17. I feel like it's really under-performing for the price. It's basically an over-priced MG at this point, I hardly ever see it do any serious infantry damage anymore, and it's incredibly easy to counter because of that. I'm not sure if it got a nerf a while ago or something since I haven't really played OKW in a while, but it just doesn't feel like it's useful anymore, especially against Brits it seems to perform awful. In: COH2 Balance |
Thread: Why Vicker HMG is so bad for its price?!!14 Sep 2015, 05:43 AM
I've definitely noticed the Vickers putting out an impressive damage output, especially at max range. I don't understand the argument here, I think it performs very consistently well for its price right now, especially on the new brit expansion maps where there are plenty of buildings available to garrison them in. I honestly think all the mgs are in a pretty decent place right now, aside from maybe the .50 cal which still feels useless. I've routinely seen my mg42s lose in a duel with a vickers in my matches. When I'm playing germans I always will try to cap a downed vickers if it's available. In: COH2 Balance |
Thread: Bofors needs a nerf against infantry8 Sep 2015, 22:31 PM
Team games are nearly unplayable right now due to bofors locking down huge sections of the map and being indestructible. They even take on medium tanks like the Ostwind, Pz. IV and StuGs. Can't kill it with Paks due to brace being infinite. I just don't know what the solution to it is right now. In: COH2 Balance |
Thread: Wasp Overpowered8 Sep 2015, 00:27 AM
Something I noticed about the WASP is that it actually can counter light vehicles. I've seen it kill kubels easily with its range and flame attack, as well as damaged 222s and halftracks. In: COH2 Balance |
Thread: Bofors needs a nerf against infantry7 Sep 2015, 05:09 AM
Not just against infantry. It needs a severe accuracy nerf, as well as a penetration nerf so that it's not soloing panzer IVs, Ostwinds and StuGs alone. Then, brace needs to be nerfed so that once activated, it lasts a duration and then has a cooldown. It's simply far too strong for its own good currently. Brace makes the thing damn near indestructible, and it comes out way too early, I mean 5 minutes into the game it can lock down 1/3rd of the map on smaller 2v2 maps. In: COH2 Balance |
Thread: Brace needs a serious nerf.2 Sep 2015, 17:32 PM
It's hilarious how upset some people are in this thread that I simply am suggesting that a very useful ability have a cooldown timer, like you know, every other ability in the game. It makes no sense that you can have an indefinite brace. It needs to have a cooldown timer so that there is a RISK to using it, not just benefits. I don't see how anyone could possibly argue against this. 1 minute cooldown for an ability that lasts 30 seconds is completely reasonable. In: COH2 Balance |
Thread: Brace needs a serious nerf.2 Sep 2015, 04:47 AM
Brace have cool down if I recall it right. It does not. I've played brits several times and when you click the brace ability, it activates for 30 seconds, then automatically deactivates at which point you can activate it again for another 30 seconds. There's no cooldown timer on the ability which is what I have a problem with. If it lasts 30 seconds, there should be a cooldown of about a minute until it can be activated again. In: COH2 Balance |
Thread: Brace needs a serious nerf.2 Sep 2015, 02:39 AM
I said this during the Alpha. Relic never listens. Brace is broken. It has no cooldown timer, and can be activated immediately after it wears off. This is not balanced, it allows a structure to basically be in a perpetual state of "brace" to survive sustained artillery fire. Brace needs to have a cooldown. Once you have activated it, it lasts for a duration. After the duration is over, a cooldown of 1-2 minutes should be sufficient. It's just too easy for brit emplacements to survive like 3+ LeFHs firing constantly on its position. It's simply absurd. I understand they want emplacements to be durable since they cost a lot, but it's ridiculous that they are essentially invulnerable to arty fire since brace can just be re-activated the second it wears off. Solution is simple. Just enable a cooldown timer. Like I said, 1-2 minutes should be sufficient. Make brace have a risk to being used, so that it cannot just be spammed. In: COH2 Balance |
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