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Thread: Being able to call-in a KT while not all your HQ are fielded9 Feb 2016, 20:37 PM
there is no additional cost if you don't lose your HQs. In: COH2 Gameplay |
Thread: Being able to call-in a KT while not all your HQ are fielded9 Feb 2016, 16:32 PM
No problem. Usually if you're not suffering any squad wipe or lose your panther/Pz4 you do not need anymore your HQ to build any units, So the punishment isn't that strong in term of building units power. Abilities are probably the worst problem, losing heal/FRP, free repair station or flakgun. But considere that instead of losing one of his HQ, he could have build more Pz4/Panther to defend them. So delaying the KT. If you've been pushed to the point to lose one of your HQ, this means you didn't responded correctly to your opponent strategy, so why still could you be able to field the best stock unit in game and have a second chance to wipe your opponent remaining forces. In: COH2 Gameplay |
Thread: Hardcore - Semirealistic mode9 Feb 2016, 16:21 PM
its depend, Do Sov and USF able to field 20 T34-76 and sherman everytime Axis field 1 panther? Is there any day/night shift where Axis can't move a single tank during day without being chase by a Typhoon or other bomber equivalent? Can I call 2 or 3 arty barrages lasting hours on any part of the battlefield as USF. I guess no, so I guess its strongly unbalanced and only enjoyable for Axis stuff fanboy. Realistic war isn't fun. In: COH2 Balance |
Thread: Being able to call-in a KT while not all your HQ are fielded9 Feb 2016, 16:06 PM
FRP- Why should I believe you when video/live game/replay/my games vs OKW show me the opposite? Volks- RM shock troops? show us how you do, as far as I know RM lose vs anything considered as shock troop in a close quarter combat. They are versatile like volks but still I don't know where you want to go with this comparison, are you or not denying volks being good versatile mainline unit? If yes explain, and telling me "because RM are versatile isn't really an answer, both are. No then you agree with me and same here I don't understand your comparison with RMs. Kubel after 5 minutes? You already capped half of the map before 5 minutes, more than enough to pay the kubel, past 5 minutes every minute is an extra bonus for you. Why are you trying to suggest that I'm always losing vs KT and try to patronize me? Don't you have more intelligent comments to propose? Do I ask your skill level to respond to me? As I said before, you can build your HQs in your base sector and they'll be safe as any other faction ones. you decide to not, its a strategic decision I agree on but I disagree that this decision giving you a good advantage on the battlefield early and midgame let you go as if nothing happened if you lose your HQ when the KT is about to come. I do not overestimate the KT, the KT is the best stock unit in-game or you can prove I'm wrong, in term of generalist tank (AI-AT), it is only behind the Tiger Ace which is doctrinal and somewhat equal to the IS-2 (doctrinal as well) depending how you want to read their stats. So no, I do not overestimate it, I put it at his place, neither higher nor below. In: COH2 Gameplay |
Thread: Being able to call-in a KT while not all your HQ are fielded9 Feb 2016, 15:34 PM
Why should all faction not being given a second chance with a stock super heavy stock call-in? Unique flavor? Asymmetrical balance feature? Why are you bringing poor player truck placement statement, that's irrelevant in the discussion. I don't really understand your explanation around cost, if you want to preserve your HQs from destruction, build them in your base sector and then call the KT. Or be smarter than your opponent and don't get them destroyed. In: COH2 Gameplay |
Thread: Being able to call-in a KT while not all your HQ are fielded9 Feb 2016, 14:25 PM
You DO realize how much fuel is takes to field a KT right? Do you release how much resources and effort it takes to destroy a OKW HQ in 1vs1? a lot and a lot of time. Otherwise OKW faction wouldn't be viable. If you decide to play aggressively and be push back, why should you be given a 2nd try with a KT? In: COH2 Gameplay |
Thread: Being able to call-in a KT while not all your HQ are fielded9 Feb 2016, 14:15 PM
1- FRP is an advantage in 1vs1, otherwise why 99% of the time players are building it outside of their base? 2- Volks is a highly versatile mainline unit, are you denying it or not? Now, tell me which other faction can field from T0 building a versatile mainline infantry, a shock troop and a rapid light armored capping unit. Your comparison with RMs is irrelevant in this regard. 3- KT is a call-in stock unit and have absolutely nothing to do with doctrinal call-in which require a strategical decision. Everything about KT is absence of strategic decision and counterplay, this is the aim of this topic 4- Destroying a HQ is only relevant if the KT isn't popping out couple of minutes later. 5- Like anybody can field a Super Heavy after building his 3 tiers? 6- What strategic missplay is the origin of denying KT arrival? none, there are no strategic missplay to not be able to deny the arrival of something ineluctable. Strategic missplay would be to not be able to destroy OKW HQs to delay or deny its arrival. So I can deny you to build panthers but I can't deny you to build a KT. Don't you see the issue here? 7- Eco KT is a strategy with no counterplay other than rolling over your opponent to force him to surrender. Should we also mention that OKW has per design an easy tool to occupy and deny a large portion of map and so denying 1vp/fuel named PanzerHQ making it easier to stay on the game. 8- You can't compare a stock unit with a doctrinal one, even more when the stock one is the best in game. In: COH2 Gameplay |
Thread: Being able to call-in a KT while not all your HQ are fielded9 Feb 2016, 12:16 PM
There is many thing I find dumb playing against OKW and watching games around its matchup. But the one over the top is the faculty OKW has to field a KingTiger even if you destroy one of their HQ. There is something called strategy and tactical play being milestones of this game and this feature is clearly going against them. In a 1vs1 perspective, OKW has a huge advantage with the capability to field after couple of minutes a FRP healing troops where the player wants. I could mention the dump idea of letting the FRP and healing abilities work same if you capture the territory where it sit but I'll leave this unrewarding tactical mechanism going also against those gameplay milestones away. Many time OKW sit in a good early advantage vs USF/Sov and Brit faction, it is the way the faction is designed, best starting unit associated with best capping unit and supported by best versatile mainline infantry. This early advantage lead OKW to easily build-up those 3 HQ required to unlock the KT. the only stop left from there is the time to get the fuel required to call it in the battlefield. So every time you play vs OKW, you are on a timer until the best stock unit ingame hits the field. And there is nothing you can do about it. -You can't really deny OKW the capability to build HQ, you can only destroy it when its completed -Destroying one HQ doesn't change anything, KT will be available when OKW player will have the fuel. Unless you completely repeal the OKW player in its base, he'll always have, soon or later enough to call-in it. Now I have watched many games featuring OKW players, I have play many as well and in most of cases, you see OKW being strong early game, losing field mid game - staying on the map because of the FRP and PanzerHQ, losing one of them or both and ding! the KT is ready, we're up for another 20 minutes where the Allied faction face 2 shots squad wipes and 3 shots your TDs warmachine. We could say it is fine, normal, as per design but honestly I don't think so. What I see usually is a OKW player skipping T3 units and holding ground with its T1. And this is why the player in 90% of the cases lose his HQs, because he try to stale and wait for the KT so do not use his fuel to field midgame units (not more than 1 or 2 if you include the luchs). In fact OKW isn't bad at all mid-game, it is just that majority of the player are not using it because the OKW early game units and abilities are so strong and the KT so unavoidable that it is always better to stale for it. Now try to do the same with any other faction. Impossible, not other faction has access to a Stock super-heavy dealing with tanks and infantry. Staling and waiting for a KT with T1 units (and one Pz4/Panther usually) is a strategy as any other, I'm not saying the opposite but this strategy like any other must have its counter, and the best suited is simply to disable the KT call-in if a HQ is missing. Counter's counter is simple: build your HQs in your base sector or play better than your opponent by saving them all the game long on the middle of the map until your KT hit the field. In: COH2 Gameplay |
Thread: M36 Jackson9 Feb 2016, 08:16 AM
In large team game, the problem is that you have to manage minimum 2 Jacksons at the same time to counter 1 heavy + shreck blob you can't do much about with the jackson. Vs Ostheer there is no real issue, jackson vs elephant. It is when OKW is near by that's the elephant is impossible to counter. Looking forward for OKW adjustment next patch. In 1vs1 or 2vs2, the matchup is much more balanced late game if you exclude shitty maps like crossing the wood. In: COH2 Balance |
Thread: M36 Jackson8 Feb 2016, 21:37 PM
Jackson are fine imho, problem is: 1- heavies and super heavies one shotting riflesquads so it is impossible to spot for the jackson. 2- Super heavies like Elephant and Sturmtiger which USF has strictly nothing to counter. To help with point 1: give USF a goddamn loitering reco run, simple: the Major one's. So Jackson can shot from range and you do not need to send to death 1 or 2 RM squads every time. To help with point 2: I have no idea. Increase the stun probability with HVAP rounds? In: COH2 Balance |
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