Please tell me how early game the allies have the benefit when the okw gets an almost immediate forward retreat point that USF does not get until they tech to major like wtf???
Obviously we have to run a mile back to base to refit, okw doesn't. We have to make a ambulance to heal them okw doesn't. Which is very relative a 5 man squad with only half squad hp might as well be a 2 man squad with full hp which happens all the time. As said before Allies early game is a myth. I mean shit you even have a mobile suppressing machine that strums can repair faster than we can destroy it with like 3 squads.
Point is you can overwhelm us easily just because you don't have to take near the time to get back to the contested point as well as I believe this promotes okw inf blobs early on and obviously 1 vet rifle squad cant beat two or more squads at once even in cover.
also early/mid game you can pull shreks out of your infantrys back pocket to react to a situation like sat a USF flak truck. We have to go alllllll the way back to base as well as spend resources to unlock them and equip them which can only be done at our base. Oh and the shrek is almost 5 times better than the zook that you can equip on the field.
Okw is best it has been right now as far as balance the only thing they need is a walking stukka nerf. In the last patch Relic took considerable time to even out the counterparts of allies and axis as well as take away lethality. Stukka not the case way better than the katusha. With simple guessing and on some maps there is nothing you can do to get squads wiped as retreats are highly predictable. Well then don't blob you say? Then how can my infantry fight okw blobs? They can't.
Travishamockery.
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Email: wbafnyrf0(lmc)tznvy.pbz
Facebook: https://www.facebook.com/jonathan.sales.79
Twitter: @JonSales5
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Birthday: 1987-01-23
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Timezone: America/Indiana/Indianapolis
Game Name: Rocket
Email: wbafnyrf0(lmc)tznvy.pbz
Facebook: https://www.facebook.com/jonathan.sales.79
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Birthday: 1987-01-23
Residence: United States
Nationality: United States
Timezone: America/Indiana/Indianapolis
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Post History of Rocket
Thread: OKW Op.... really?8 May 2015, 01:07 AM
In: COH2 Balance |
Thread: Balance of power has shifted to Allies in 4v4AT (imo)7 May 2015, 18:26 PM
TLDR: Read it you dolt. This is an in depth look at problems which arise in 4v4, if you don't want to look at the issue in depth you should just move on. Wow could not agree more! I would like to add also my fav commander is USF Rifle Commander which I choose somewhat for the vet rifles and late game replacement but even more for the E8's I am really good with them. If i can yes I will take advantage of the decrew pop cap to get up to 5 e8's at times I think there was one time I had like 8 but it does not really matter the game was already far decided by then. To the point it is necessary to have AT LEAST 3 e8's to possibly kill a tiger of any sorts if you can get behind it. We need the popcap decrew ability to have a chance. USF needs a lot of tanks just to take down 1 tiger. Axis have just one tank they have to micro that is FAR easier than trying to micro 5 shermans to get behind a tiger to take it out and try to escape with out losing all of them and trying to use their smoke to block at guns { which sucks compared to axis that fires almost instantly and can be fired on top of their tank shermans have to be fired a ways away from it which i've never understood why.} All the micro the Axis player has to do is back their tank so the ass is facing a building or just hit the get out of jail speed button and kt goes backwards as fast as my shermans forwards. If a p4 or panther hit the get out of jail smoke button. I disagree with zooks being a viable USF AT though anything past a puma is just going to laugh at your zooks and you spent munitions to get them and mp and fuel to unlock them and lost a little inf dps. Although your often forced to get them anyway if you go the lieut route. In: COH2 Gameplay |
Thread: is2 and tiger ace7 May 2015, 17:52 PM
I feel like the IS2 topgunner is sniping all the models? (more so than other topgunners) LOL Why should only the IS2 have production limits? Also they most likely had control of most the map and fuel caches to do that. The IS2 does not pen German armor that well especially heavy armor. It does do what it is suppose to do kill infantry which all german armor is also pretty great at doing except maybe the panther. Can't tell you how many one shot rifle men squads i've had die from a tiger I. It needs the speed and armor to be able to flank and it is the only tank allies have that can actually spearhead a push. The tiger I ace also crew shocks like crazy sometimes if that happens to your E8 sherman your going to lose it for sure unless you got something to smoke cover it. I think all the heavies at the current state are just fine. In: COH2 Balance |
Thread: A letter to Relic COH2 Game balance team23 Apr 2015, 17:18 PM
As far as 3v3 and 4v4 go this is the best patch yet IMO since western front armies were introduced. Obers and Volks got proper nerfs they are still plenty durable late game but allied infantry now actually has a chance to go toe to toe with them before there was just no chance against blobs of okw inf even with arty supporting your inf. KT and Panthers can actually be punished for getting out of position that has been needed forever and they can't just simply back there tank up with there rear facing a building if they do get caught cause we actually have a chance to pen the front now. This use to lead allies into potentially losing all our tanks as it would literally bounce 10 shots off the front with us only needing like one more pen hit to kill but by a miracle it still survived. It gave axis too much time to react with shrek mobs trying to kill one. They gave Wermacht proper buffs which they indeed needed. My only complaint is they put a lot of time into balancing counterpart units and decreasing lethality on both sides as far as arty goes but they did not touch the stukka that thing still IMO wipes squads like crazy and can sometimes be unavoidable even if you insta retreat they might still guess your retreat path which can be easy to do on some maps. It is far better than the katusha is. In: COH2 Balance |
Thread: Lend-Lease fuel drop and OKW base AA defences2 Mar 2015, 19:14 PM
What is really dumb is the german luftwaffa supply or whatever drops fuel on their fuel cache on there side of the map and the plane spawns from there side not even giving allies the option to shoot down there plane which makes no sense to me. We would have to push them off there fuel on there side of the map which there obviously going to protect fiercely. However I can usually get the planes through by targeting the drops at the very edges of friendly base territory not to say however that maybe on some maps it might be impossible to get them through with the flak hq positioned in certain spots. In: COH2 Balance |
Thread: okwunits12 Feb 2015, 22:53 PM
You can't even fight obers with inf I gave up with that a long time ago I fight them with tanks but generally they just mix in the 50 shrek mobs with them so at the present time you cant even do that until they fix the heat seeking hand cannon god missiles. You can try arty spamming but once they vet 4 or 5 there pretty much still not going to get wiped so just bend over. In: COH2 Balance |
Thread: Remove Shreck from Volks7 Feb 2015, 18:04 PM
Sorry old chap was venting a bit but for good reason. Would just like to also add that because of there over powered dmg of the shreks and fast fire rate it vets them extremely fast to the 5 vet unbeatable infantry which I think is also broken riflemen don't vet that fast with zooks. In: COH2 Balance |
Thread: Remove Shreck from Volks6 Feb 2015, 23:17 PM
The shreks are way over powered it is insane that the fact is all they need are shrek mobs for AT and nothing else. Now take there shrek mobs and just sit them around a KT or panther for that matter and you want us to attack it with shermans? = instant death. The Shrek should be toned down to what the zook is. I think the zook is very well balanced the shrek is just too powerfull. And this nonsense that they have to have these over powered shreks is just funny. The rakenwerfer does just fine against medium tanks and jagpanzer also does great not to mention there god tanks which im fine with as they can be out smarted when they get out of position and flanked. okw players insist on just making shrek mobs because it counters any allied armor. Also the usf does not push with zooks early on we almost have to get bars to keep up with the okw inf dmg first which drains a lot of munitions leaving us few for zooks. I've never seen a panther or a tiger of any sort run from my riflemen with zooks or guards for that matter that would be the day but shrek mobs can stop us from pushing with our armor and they push us and there is not much we can do about it. They also get two of them to boot which gives them a fast fire rate. No way usf can afford the munitions to get double zooks plus they would loose too much dmg cause of it. By the time we have a sherman and e8's okw has plenty of panthers anyway which easily beat the sherman. Just tone down the shrek to equal of the zook it make perfect sense you will still have plenty of at capability with shreks equal to zooks although I know they would hate to loose there heat seeking hand cannons that makes it so easy for them to counter allied armor. In: COH2 Balance |
Thread: A Suggestion For Panther Balance6 Feb 2015, 21:27 PM
Totally agree with you problem is they always mix in shrek mobs that can almost insta kill your sherman. I think the biggest problem in the whole game is the shreks and how powerfull they are. They should be more like the zooks. You don't see german tanks running from guard troops or riflemen with zooks because they don't have to but we do makes no sense. In: COH2 Balance |
Thread: A Suggestion For Panther Balance6 Feb 2015, 21:23 PM
Honestly, I am fine with the reverse speed of both Panthers. I disagree I find the tigers easier to deal with than a panther because they are actually slow enough we can move our tanks behind them in a flanking position. It is extremely hard to do that with a panther (if the player knows what he is doing) the face that it can out run shermans in reverse is just horse shit. I am not sure why the germans even make tigers to me they just have a big sign on their back that says kick me, multiple panthers however are a way bigger threat to me because there so hard to flank and kill. In: COH2 Balance |
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