Ostheer is starving munition early game when you need to decide if you want an early MG42 or Medic bunker or teller mine. Once you have your medic bunker and equi 2xMG42, you're not really starving anymore.
USF isn't starving munition until you unlock BAR/Zook or decide to go grenade. |
guess who announced 6 month ago that DOW3 was going to fail ?
now, don't except anything new on coh2.
In fact, the failure of DOW3 reduce even more the probability that RELIC develop new DLC for COH because now they are going to spend every men on fixing DOW3, making new content to attract again people, etc..
This failure probably made SEGA have less 'trust' in relic capacity, meaning less money in future and obviously no new game until a long time.
I wouldn't be surprised by seeing QUINN DUFFY geting fired since, from what i heard, he is not that good at all at leading relic company but we shall see in the future.
To resume, don't be happy of DOW3 failure because it won't make them work again on coh2 or even make coh3. That's the opposite 
EDIT : To those who say that 4k player on DOW3, 3 weeks after its release isn't a failure, YES IT IS.
4k is good for an independant game, made by 2 guys yeah.
4k for a game company with dozens of employee, working on it for months and spending shit load of money isn't good at all.
Me.
And I agree with the rest of your post. Sadly this can have a biggest impact than we thought on COh IP. I'm never in favor to call for dismissing people from their position but yes the lead designer should take his responsability in this failure.
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All rocket arty barrage should cost munition.
Pzwerfer
Calliop
Priest
katy
Stuka
Brit OP shit I miss the name right now
Sexton
>> all kind of barrage >> 60 to 100 munitions. So you can make those unit a bit cheaper or easier to access but using them has a cost. |
Hector is wrong about the WC51, it only works vs 1 kubel (which is definitvely not a spam). If the OKW player stick 2 kubels together, forget the WC51.
You can go x2 RE or even x3 and build a pit at your cutoff. Stick a RE inside and wait till you get enough forces.
Imo at this stage, I don´t think T1 rush is the way to go. Kubel lose a lot of power past 5 minutes and you'll eventually take them one by one.
You have to evaluate the situation around 5 minutes.
Does he have more fuel, did he cut your fuel, did he cap your fuel for some time? ==> T2, you'll need an ATgun and focus on capping munition to equip BARs cuz he can go Pzfull+Luch or Jaeger+Ostwind and you'll bleed much harder with a useless T1 and a m20 hardcountered 1m after being called.
Otherwise, mechized company is good on the long run especially vs OKW, the CP08 arty strike is the best arty strike you can get from USF doctrines, it take 2/3 life of OKW buildings. I say the best for its price/skill/effect, you just need the amo and vision. The more powerful one is the reco's one from pathfinder but you'll need to call a pathfinder and get him where you want to strike.
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Try Wc51 + Rifle 
Are you kidding? I have been using the WC51 many many times on every modes from 1vs1 to 4vs4 and won many early game because it, I promoted it during months last year.
The reality is today a WC51 can´t do shit vs x2 or x3 kubels push with a SP in the middle. It is simple mathematic.
1SP + 3xkubel >>> 1xRE + 1xWC51 + 1xRM, even if you put your RE in the dodge to maximize your dps vs the kubel.
They just need to focus fire the WC51 from long range. |
What you all guys are saying in favor of sov sniper sounds good on paper but in real games they are just too good, actually all games i play nowadays against sov they have one or even two snipers.
It's very easy to avoid the counter sniper, they just retreat, the bleeding impact is not so big. The crippled gren squads can easily be handled by penals.
The 222 solution( which as pointed in a previous post is way too expensive) will almost always result in getting a satchel since you have to dive after the retreating sniper.
There was a cast by Dane where the sov sniper survived the whole game with Werfers and Stupa on the field. The guy was not DevM or Luvnest.
It's just easier to be more efficient with the sov sniper. It's like throwing a grenade, no risk to you but if the enemy doesn't dodge they lose a squad. Same with sniper, you get kills , if you get sniped you retreat.
I am not saying it's impossible to kill, i am saying is that too strong considering the squad size and price of grens.
Also I think there is a camo bug or something, the sniper is in heavy cover and it's not invisible sometimes.
The problem isn´t the Soviet sniper, it is the fact sov T1 is now able to soft counter light vehicle with Penal.
Penal satchel + PTRS make it impossible to go through the soviet line. And since you only know where the sniper is after losing a model, you can´t chase it with your infantry.
This is a side effect of the patch change nobody thought about and people is starting using.
You can quote me but when they´ll finally fix the Penal/Lend lease, this is going to be the next super cheese meta for soviet. |
I remember the 1st time I played vs OKW, I didn´t know shit about the game so I see that FRP truck and then go to decap the area where it was sitting thinking it would disable the reinforce function... How newbe I was...
Disabling reinforcement while in combat is an interesting idea but also means the end of Oshteer half-track play. Why would you build a half-track? while would you build a command bunker as Ostheer? unless other faction Ostheer only have 4men squads, you can't really soft retreat that much to your safe point.
If you manage to close the distance to the USF ambulance, the unit should already be your first target thus disabling reinforcement. So your solution isn´t relevant for the USF.
In some extend all half-track and bunker, the solution is quite simple, those units are squishy and disappear in a matter of seconds if you focus them.
The biggest offenders are the OKW and Soviet FRP. those two are simply too durable.
1- By applying your solution you´ll considerably buff USF since you already never put your ambulance on the front line. The ambulance is mobile, can be repositioned on a safe location and the major just help with the rally point, so no need to soft retreat.
2- The problem isn´t FRP but their durability. there is a huge different between a Soviet FRP on concret building and a Soviet FRP on a wood one...
A way to nerf them is simply to disable their function if the territory they´re sitting on comes neutral. You could apply this logic to all bunker and half-track but here again Oshteer would be the biggest looser with its half-track specially design for this.
3- Another solution could be to x2 all reinforcement time if not from the HQ. |
Dual Scott are powerful and cheap enough to be spamed. You can take down OKW buildings quite fast from blind spots and have vet1 smoke to escape ambush.
1 Scott + 1 pack is also a good combo, use the napalm barrage with the Scott barrage/auto-fire to quickly decrew any weapon team.
1vs1 I usually end up with 50/60 kills with dual Scott, 2vs2 I can go till 100 kills depending how my opponents are spamming/blobbing infantry.
Obviously having a Calliope or Priest behind is a plus.
One key element of the gameplay behind manipuling 2 Scott is being good with ATgun management. You´ll obviously get less fuel and popcap for sherman/jackson so dual Atgun is in my opinion the must to go to protect hold your line and then, later, a jackson for more firepower and mobility.
Does all of that solve the lack of late arty. Not in 100% of cases, maybe between 60-80% depending how you manage well your units. USF definitely need a late game stock arty to compete with other factions. On the mean time, make sure you always have at least oney on your loadout, Calliope-priest-mech commander-armor commander. |
Why are you saying it's an "auto win" if Axis gets into a building? Use your free Mortar smoke, tech early grenades, throw frags. You have time in team games to dick around with teching because presumably someone on your team will get an AEC, T-70, ATG, etc. out fairly early so you don't have to worry about rushing to a Stuart as USF to counter the 222, Luchs, or OP (too much damage too quickly) Flame halftrack. Tech weapon racks while you're at it.
I think all the Allied nerfs last few patches have really, really put Allies on the backfoot in team games, but your complaining sounds like L2P issues and/or you just want things to be really easy. Nerfing Sturms and buffing Rear Echelons would absolutely break the USF vs. OKW early game considering Rifles are already quite a bit better than Volks. You're also complaining about how the Kubel should be nerfed in other posts... so you basically want to walk over OKW with no effort. Not going to happen.
About USF, the complain are real.
VS OKW = Kubel spam works well because RM don´t do shit vs it. In 4vs4 vs OKW it is better to build 2xRE first to make sure you can counter kubels. The problem is that you get rekt soon after by ST/Volks.
VS OS = HMG spam, you simply can´t flank on 90% of maps
VS OS+OKW = its depend on your team mate faction but still, do not expect a UC to counter 2x or 3x Kubel start. M3 does better but come later, and a single gren squad backing the kubel is enough to stop you.
Solutions are multiple,
1- Replace ST by volks as OKW starting unit will reduce the kubel spam since you need to build a ST to repair them.
2- Put back the kubel where it belongs, a low armor unit with a MG to defend itself, not mean to be offensive or only as a long range support. |
You are opening several other issues. this thread is about Penals mostly.
The sort response is any of the unit you mentioned might need an adjustment but it only a slight one.
This thread is about Penals but you're arguing over IS and RM squads being superior than Grenadiers. Then when I ask you what do we do about the rest, pof, the thread is again about Penals only.
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