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Posts: 1216
Thread: Why Does OKW Still Have Salvage?22 Dec 2015, 00:15 AM
because Relic will just remove it next patch and call it a solution. In: COH2 Balance |
Thread: Panzerfüsiliere as OKW T2 stock unit13 Dec 2015, 04:15 AM
TBH I'd rather Panzerfusiliers take T0 place, and Volks take the place of Obers. Then Obers take the place of Panzerfusiliers in Breakthrough. At least then, by the time you want to spam Volks with shrecks you're torn between that and tanks. G43s will be formidable infantry, but you'd also be lacking in the AT role...except that you got vehicle criticals though HE rifle grenade. Though there's the problem of Infrared STG44s in another commander. In: COH2 Balance |
Thread: USF Airborne Commander revision11 Dec 2015, 12:06 PM
In reality they were, but welcome to Company of Heroes 2, where swarms of Volksgrenadiers and their Brostruppen allies can defeat the endless Russian tide of tanks! Seriously though they aren't meant to be an elite unit in the conventional sense. Their squad is small and their combat value is small...but unlike any USF unit they can snipe. They are good scout units and if you have other units taking the enemy's fire, they can be of real help due to the sniping system they have. In the end though they are really just good light infantry that serve to support Paratroopers, they're also better used to capture points where your other infantry do their own work. Maybe not elite, but if they were then you might as well not have paratroopers which serve the role you are looking for.
Relic probably wanted scoped springfields but never bothered to finish that. They won't lose sales over it, so why should they spend the time doing it? But it's not like they prevent the unit from performing sniper duties.
I would think from a visual point of view, making them look different than other infantry units is helpful. Otherwise they would look just like paratroopers. Yes yes, most people rely on seeing the unit icons to identify, but I don't see Relic changing them to look more like another unit just because if they got radios then it should have a game effect. By that logic, Panzergrenadiers should also be suicide AT because they have rockets on their backs.
On one hand I agree, on the other there is the balance and teamplay aspect. Dropping a weapons team is probably too powerful because they can drop and then immediately start pinning nearby enemies. You can still already do this if you have a few squads around, and even if not, that one Rear Echelon guy left can still spot for that HMG team. It also means that dropping this in a team game means the ally can utilize it without waiting for the enemy to annihilate the crew. All in all, you're not really deprived of anything by the weapon dropping by itself.
Some weapon upgrades take up a weapon slot, and this is the case for Paratroopers. As for making sense, balance. Two paratrooper squads with SMGs and LMG upgrade, but both picked up bazookas or panzerschrecks, make for a very powerful combo that negates the need for using other units. On top of AT gun and HMG drop, too. In any case, you're usually better off leaving those weapons for other units to pick up, they'll surely need it since they suck compared to paratroopers' firepower.
You're pretty much never supposed to "transition" from Riflemen to anything else. That's part of the overall faction design- Riflemen are useful from beginning to end, this conflicts with units that do the same things but much better, and in the case with paratroopers also drop straight into the field. It is clear that for all their benefits, Paratroopers were designed to be great support troops...but not really replace anything. Commanders are designed to augment your regular capabilities. Those that do are problematic because it makes certain units redundant. In short Airborne already promote a unique playstyle unlike any other commanders in the game. To make them more is to make other units less useful. Ultimately the point is to allow for good combined arms, this doesn't happen if the five abilities this commander offers let you ignore most of the core USF units. Why bother getting tanks, Riflemen and howitzers if Paratroopers can do all three things? In: COH2 Gameplay |
Thread: stormtrooper g4311 Dec 2015, 11:28 AM
I'm quite surprised they went with it in the first place.because whining works brah. Indeed, I may get instant vet3 and maybe surprise a noob, but I'm 30 fuel out from teching, and it's not like Vet3 units become immune to HMGs either. Vetting a friendly Volks squad isn't a different matter either, because you've still got less fuel to help him out, and OKW doesn't have suppression outside of T4 and flaktrack. Even a combo vetted volks with MG34 requires a particular strategy. There is no true counterplay for a good team composed of smart players. As for Obers I wouldn't be surprised if next month they replaced Storms with them...and not bother to redo their vet5 vet ;p In: COH2 Gameplay |
Thread: OKW shrek lock got relocked once HQ destroyed 11 Dec 2015, 11:26 AM
Well I found silly once OKW lost is Battlegroup HQ and Mech HQ, you can't upgrade VG with shrek anymore, you have to rebuild one of those building to able to upgrade shrek, I found it is very unnecessary as it was already unlocked once, but got locked after building destroyed.I'm unsure of this, on one hand other factions don't get this crippled, though on the other hand no other factions have forward tiers and you can always resort to Raketenwerfer in the meantime. I'd think the average case, the OKW player has access to a few more AT capabilities by the time T2 is lost, they take a bit of time to destroy. Could you not have tried vehicles like Puma, or T0 Raketenwerfer? Neither cost munitions. I cannot agree; Volks and their panzerschreck upgrade isn't a very high amount, whereas King Tiger cost arms and legs. If anything, KT shouldn't be callable if you lost any of the trucks after deployed. PS I actually for the better part of WFA's post-release assumed losing a truck meant you couldn't do these things ;p In: COH2 Gameplay |
Thread: December 10Th Hotfix11 Dec 2015, 04:22 AM
While I understand forcing players to spend time, resources and queue to upgrade Volksgrenadiers as a way to limit their presence, I think this also ends up encouraging T0 spam because you're less fuel away from fielding vehicles, and since you got the Volks and schrecks you might as well rely on them longer anyways. Without side upgrades however you've more incentive to spend that fuel towards vehicles. Grenades and infantry AT are pretty important, especially since they are critical to early game success, used by the first units on the field. More fuel spent just to improve them will just encourage people to sick to Volks until KT arrives. Not reverted but further increased. What I mean to say is that the increased fuel costs means they're pretty much going back for square one in regards to their fuel income penalty they had. In other words, increasing income from 66% to 100% but also increasing fuel costs for their vehicles means they just do a big circle and came back to the outcome they had before. In: COH2 Gameplay |
Thread: December 10Th Hotfix11 Dec 2015, 04:03 AM
side upgrades are not out of the questions (we are/have explored) and might be something to come in the future. So why bother with giving OKW 100% income if the fuel costs are proportionate to how they were before? I do not recommend side upgrades for OKW (or Ostheer for that matter), seeing as the only abilities people complain about are Volksgrenadiers' two abilities, both which already require a HQ truck deployed. If anything just raise the fuel costs for building a HQ truck.
In: COH2 Gameplay |
Thread: December 10Th Hotfix11 Dec 2015, 04:00 AM
You might as well just clamour to make OKW have T5. In: COH2 Gameplay |
Thread: December 10Th Hotfix10 Dec 2015, 22:14 PM
what a stupid move, early tank usage was due to 100% resource rate and much faster HQ truck presence. You remove these and you would have solved this problem without tinkering with popcap and fuel costs. With the fuel cost increase you pretty much replicated the initial resource income penalty they had in the first place. In: COH2 Gameplay |
Thread: Resources sink for OKW trucks10 Dec 2015, 12:35 PM
What do you guys think of the buildable HQ trucks? I perfsonally find it makes the OKW far more flexible than it needs to be, and also removes a very large strategic hardpoint that made fighting as/ against OKW a critical part of playing the game. Being able to now build HQ trucks at a rather fast rate and cheap cost takes away the huge strategic value these trucks had prior to the patch. Before HQ trucks cost nothing, but you can only ever have one at a time and it takes, what 100-120 seconds after it is deployed/ destroyed before you get another one, regardless of your economy. This made them extremely valuable to protect and to take out because despite zero costs the impact is enormous. Now all you need is 15 fuel and half the cost of Volks to quickly deploy, so OKW now has a very tenable option of blitz-teching, even if you stagger a volks/ kubel between every truck queue. Destroying HQ trucks used to be a priority target that when destroyed was a big setback to the opponent because of the wait time...now all you need is another 15 fuel to get it back, and quickly. In: COH2 Balance |
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