Still one mine well placed on your fuel and cut ff will make short work of any kubel that will try to cap
Tell me more about USF mines.
Thread: Balance Preview Patchnotes21 Nov 2015, 11:22 AM
Still one mine well placed on your fuel and cut ff will make short work of any kubel that will try to cap Tell me more about USF mines. In: COH2 Balance |
Thread: Balance Preview Patchnotes21 Nov 2015, 07:02 AM
We could have the exact same ability Axis CP1 and USF CP2 and the game would also not be mirrored. But we're talking about one that has drawback, cost more amo, comes later. Imo we're not anymore in a mirrored or not situation. In: COH2 Balance |
Thread: OKW Revamp Review20 Nov 2015, 08:37 AM
I played the patch and they are more than capable to put you on the backfoot now even vs rifles. Now if you only rely on them to win the game, yes you're going to lose. But if you use all the tools at your disposal, you simply overwhelm the USF which can't respond to any kind of threat this soon in the game. In: COH2 Balance |
Thread: Balance Preview Patchnotes20 Nov 2015, 08:11 AM
If a unit has no pure equivalence, it doesn't mean it is not the best tool to do what it is supposed to do. OKW has actually no drawback in term of AI, it has every tool available on stock: Assault (sturm) + Support (volks) + Elite (Obers). And can decide to field whatever specialized infantry they want from a doctrines. In addition to this AI soft power, you have your atgun from T0 which mean you never have to decide if you want more AI or if you want to go for AT when you go T1 or T2. Because in fact you have more AI whenever you decide to go T1 or T2, flack-HT and Luch can be different in their usage, they remain strong AI vehicles and you still can develop AT capabilities with shreck or Puma + access to Arty support ISG or Stuka in T1 and T2. On this last point your comparison with the mortar and Kat is irrelevant, mortar isn't a T1 unit and Kat a T2 unit in the soviet teching. So of course as OKW you make decisions around going T1 or T2 but those are based on your personal preferences on unit abilities. Do I prefer a Flack-HT or a Luch? Do I prefer Puma or shreck? Do I prefer ISG or Stuka?. Nothing like Do I go T1 and only have AI or do I go T2 and only have AT like USF does. Nothing like Do I go T1 and only have M3/Sniper/penals or do I go T2 and have Maxim/mortar/Zis to support my cons Nothing like Hammer or Anvil for the Brit Nothing like: Do I delay my teching and build grenade/heal/BARszooks/molotov/5thman squad/ATnade etc..? No you have teching and grenade/shreck/heal or teching + repair station. And the cherry on the top of the cake is OKW can still field its truck on the map and lock 1/3 of it, now around 10 minutes... (thank to the fuel start removal). I don't want OKW being nerfed, I want OKW having drawbacks in their gameplay based on the player decision making. Drawbacks you must exploit to beat them as Brit/USF/Sov. In: COH2 Balance |
Thread: Balance Preview Patchnotes19 Nov 2015, 21:14 PM
I'm really concern about OKW having 1- best starting close combat unit (Sturms) with a price decreased 2- best stock elite infantry (Obers) cheapest ammo cost/effective LMG 3- best pop out from building elite infantry (falls) full dps right from the bat 4- best pop out from building sniper squad (Jaegers) full dps right from the bat 5- best long range survivability/dps squad (pfuss) upgrade requiring cheap munition cost and now -6 mainline base infantry squad IA dps buffed and still having shreck upgrade at disposal for the same price -7 Let's do not forget the only vehicle which is cheap and fuel free having good AI dps, fast capping power and good front and back armor. Additionally, T1 flak-HT, T2 Luch that not going to be restricted anymore. And still Raken in T0. If we compare it with USF, it is like putting ATgun TO with no restriction and T1 freely unlocking Zooks, grenades and ambulance. Volks supported by kubel/sturm are now going to go toes to toes with rifles. Good good. So my question is what are the OKW drawbacks? Where are the crucial choices you need to take in order to build your strategy if anything is available whenever you go T0/T1 or T0/T2? Whenever you go T0/T1 or T0/T2 you have ATgun and good AI vehicles. The only decision you make are: Do I want shreck or puma to support my Raken Do I want ISG or Walking Stuka to arty Do I prefer Flak-HT or Luch for IA support Do I prefer heal station or repair station (for free) Nothing really about decision making that impact your gameplay like Sov going T1 or T2 (aggressive no AT or defensive relying only on cons + callin) + what upgrade to unlock and in which order Ostheer skipping T1 or T2 (or not but this is the army flavor) USF going T1 or T2 (AI or AT) + what upgrade to unlock and in which order In: COH2 Balance |
Thread: Redesigned rifle company thread19 Nov 2015, 20:41 PM
I made some test, you cant use fire-up while suppressed but I don't know what happens if you use it before the suppression. Fire-up cost 15 munition for 10 seconds and 10 other seconds debuff (only walking). Really need to test using fire-up and next entering in a suppression area but the IA was too stupid to let me do it ![]() In: COH2 Gameplay |
Thread: Redesigned rifle company thread19 Nov 2015, 16:19 PM
Vcoh fire-up could be used to break the suppression, isn't it as well what the capt does have vet1? Yeah I didn't even imagine its synergy with smoke, worst than ever ![]() In: COH2 Gameplay |
Thread: Redesigned rifle company thread19 Nov 2015, 16:12 PM
I didn't have yet the opportunity to test the patch mod so I rely on theory and other people tests to construct the debate around it. Someone mention in the patch thread the end of this commander with the change. Well in my opinion I see the exact opposite without testing it. Flamers moved to CP0 so it means you'll have your first flamer at the same time as Ostheer/Sov, much earlier than before. CP0(?)Fire up. I imagine Fire up like vcoh Para Fire up or Hooraa but with a timed debuff after using it. I really look forward to test it but imo, this is going to be the best ever ability ingame to counter HMG42 and Ostheer in general. I mean, Conscripts are really strong early game with Hooraa but scale pretty poorly compared to riflemen squads. What about Fire up use with double BAR to close and flank and late game with vet3... I can already imagine some nice move using rifles + Fire UP to flank and bait Ostheer and force them to re-position their MGs and going sneaky behind with REflamers... I've never be fan of the commander, I can see it more interesting to play with this change. Any opinion? Someone tried it? In: COH2 Gameplay |
Thread: Strats against the Kubel?19 Nov 2015, 15:43 PM
First of all, always scout the fog of war and listen if there is a kubel rushing and if yes where it is. Organize your flanking squad with this information. You can try to swarm it with a 1xRE 1xRM 2xRE and use them to chase the kubel down and outcap him. keep the rifle in the middle to support vs Sturms. Or 1xRE 2XRM 1xRE M20 is also a good solution, anyway unlike Dullahan says, I always build T1 before T2 and T3. |
Thread: Balance Preview Patchnotes19 Nov 2015, 09:20 AM
100% income but still free flak on the T3 truck locking 1/3 of any 1vs1 map. 100% income but still fuel/amo free healing retreat point truck anywhere you want on the map + free repairing station T2 truck. You can balance volks/luch/pz4/panther etc... as much as you want as units. But with the starving gone, all the side OKW game mechanisms are getting a huge boost now. Imo, trucks abilities (heal&reinforce, station repear, flakgun) should get disabled when the territory where trucks are landing is taken. In: COH2 Balance |
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