Ive basically been playing mostly 4v4 randoms with all factions since the patch. I think there are elo readjustments going on b/c axis have had an easier time locking down victories and making comebacks last patch with the JT/elephants. Axis elo is certainly going down b/c they won more last patch in my experience.
This is kinda how i feel about the balance changes
Ostheer seems slightly better, primarily b/c you can have t3(stugs) and t4, panthers seem fine but their popcap is brutal and now jacksons can kill them. Easier time vs Fireflies though. Still you have more pop b/c of gren and pak changes
OKW seems moderately worse. Last patch you built volks to kill infantry midgame but they are worse now, the lack of a durable and reliable AI tank hurts a lot. (b/c kt was nerfed and is inaccessible mid game). You also need tank destroyers b/c raketens are bad late so its not like you can go for AI tanks. Commanders can do a lot more though. Luftwaffe and fuerstorm offer a lot more than most docs did last patch where i didn't pic a doc half the time and the other half i was like ok its late time to pick breakthrough.
USF seems alot better due to kubel changes and a getting unit that is useful lategame(jackson very strong)
Last patch i basically spammed fuel caches and tried to be useful, now it feels like i can actually have a lategame outside of calliopes. I was ranked highest with usf last patch and it seemed like my elo was so low i would still have ace teammates. Opposite was generally true for axis (had higher ranks poorer teammates or better opponents)
Soviets can do alot more things which makes it a bit of a guessing game getting your first few units out but they aren't overpowering at the start, they are problematic late game b/c of Katushas which weren't changed at all. PTRS's make life hard so p4s and LVs are not recommended.
Brits are by my account the most nerfed faction this patch, They seem significantly harder than OKW now as you must rely on teammates for indirect fire to beat mgs and camping for the most part. Crocs no longer instamurder everything. i'm probably least qualified with them though
So far overall Im winning more as soviets, more as USF, and slightly less as OKW, and more as Ostheer. Idk the difference for brits but they seem most difficult to play.
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Post History of Hon3ynuts
Thread: I think this patch freakin' sucks8 Jan 2018, 09:20 AM
In: COH2 Balance |
Thread: [big bug] all mg bar mg 34 and 42 dont benefit from cover 8 Jan 2018, 04:01 AM
Looking at the GIf i would say the maxim has some guys who are not close enough to the sandbags to get green cover, and so they get supressed In: COH2 Bugs |
Thread: fixing okw taking form vcoh5 Jan 2018, 17:52 PM
with linear teching medic could be made 200 mp I think the nonlinear teching is fine, but medics should be purchasable from the Hq after you build any truck, rather than only purchasable after the med truck is up. It would also be good to see more commander variation, in that you could go for infantry callin's with mech tech and heal them, or opt for obers with stgs and delay tier 4. Stuff like that would make the faction better and more like the most high functioning faction soviets. In: COH2 Balance |
Thread: fixing okw taking form vcoh5 Jan 2018, 17:10 PM
I think these changes look good, but The main problem with OKW is tech. Paying 55 fuel and 400 mp just to get medics is absolutely ludicrous. If you choose to get med truck as your first option, you forgoe any good light vehicles, If you do get the med truck, the units coming out of it are incredibly average and usually don't put enough pressure on your opponent to justify the cost. I really hope relic will let the balance team rework OKW, they have alot of cool units and a good playstyle, but getting mabye 1 or two more units and a better tech structure could make them amazing instead of frustrating for players and opponents(same strats everygame) I do like having the raketen in game though, just a pak 40 for later. In: COH2 Balance |
Thread: Lost Gimmicks You MOURN5 Jan 2018, 15:37 PM
RIP direct fire scott, it used to be ok vs light vehicles ![]() Direct fire on ISG and pack howie, its kinda they only reason they were unique. RE spam being good Pak cloak at vet 3(pretty sure this was a thing and is gone) Truck pushing and kubel pressure on the cutoff(when the kubel wasnt OP) OG air supremecy it was so beautiful ![]() In: Lobby |
Thread: Cruzz's The More You Know3 Jan 2018, 18:25 PM
Some random things you may or may not have known about whatever. Some questions on bulletins Does Rifleman/RE 10% reinforce speed affect stolen or recrewed weapons teams? Does rifleman 10% veterancy affect stolen/recrewed weapons teams? Which bulletins does this new artillery officer benefit from? If i steal a USF sherman with OKW i guess i get to apply my Panther bulletins? ![]() ![]() In: COH2 Gameplay |
Thread: New player here - I'm having a hard time in MP.3 Jan 2018, 15:20 PM
Hello! Probably the most important thing starting off is building a good unit composition, using those units effectively, and taking good fights without bleeding too much manpower(fight when you can win, not for the hell of it, when your not winning anymore or if your not accomplishing anything.) It can also be important to use your units together, spreading out too much is good for map control but bad for winning fights. If you have to wait a bit thats better than running in 1 at a time. Theres alot of guides available on the site that may help you learn more about the game, Theres also faction specific guides too https://www.coh2.org/guides/category/1/beginner-guides To see stats for a lot of the units, this is helpful, not updated to this patch but accurate for the prior one. Cruzz's DPS calculator: https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing (Download the file, open it with your browser) The patchnotes usually have a lot of information in them, if it was changed this december its here, if not cruzz's file is accurate.(changelog or commander revamp). https://community.companyofheroes.com/categories/forum-guidelines This thread is good for mechanics some unit stats may be dated though https://www.coh2.org/topic/36347/cruzz-s-the-more-you-know I would also recommend watching twitch streams, many of the streamers can be quite helpful, and its good to watch good players Hope this helps! EDIT: Also Im dumb and can't read so I misread "i can find basic stats" as "I can't find basic stats" Still hope this is helpful ![]() In: COH2 Gameplay |
Thread: The UKF honor thread <33 Jan 2018, 01:01 AM
THE KOINESKUBEL NEVER FORGET! and full munitions income ![]() In: Lobby |
Thread: The UKF honor thread <32 Jan 2018, 17:47 PM
Vickers infinite Range bug getting it banned from OCF ![]() 125 DPS commandos ![]() Freedom bombs(Commando Air supremecy) killing literally everything that exists in its radius ![]() Mortar pits hitting half the map from base ![]() Emplacements repairing each other ![]() God Mode unkillability aka stand fast ![]() And Don't forget all of the ridiculously UP things we had infantry sections that can randomly die if they get clipped by a mortar ![]() The Flame Barrage that did just about nothing in Royal engineers IS costing 35 Mp to reinforce And the still broken Sextons and Valentines ![]() wheres my regular mortar, or artillery or anything indirect that works ![]() In: Lobby |
Thread: Leig Arc of fire, bugged or feature?1 Jan 2018, 06:04 AM
Presently the LEIG seems to always shoot in a very high arc. This is quite unlike the direct fire arc behavior it exibited at times last patch and has generally always used as a first option to shoot. Is this a bug or an intended change? I think the Leig has more utility right now but may not be getting as many kills b/c of this big arc. In: COH2 Gameplay |
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