IMO, this patch is a step in the right direction. I'd rather they make small changes than and gradually balance the game rather than make many changes and possibly go backward. I'd like to see them make OKW buy their tech (grenades, shreks, etc) like every other faction now that they have 100% income. |
Us older bunch like WWII games ... if the others are like me their parents were kids during the war and had grandparents who fought in it, so it fascinates us. Reminds me of allot of the miniature games I have played ... Flames of War, Advanced squad leader, etc...
COH2 is also not a how fast can you micro game (after about 25 your micro starts to slide ... proven science, sorry kids ... it happens)... it does reward strategy.
Turn base games are fun, but this is more like a whole chess board with all the pieces moving, which is intense, which I prefer over a 1st person shooter.
+1, except my grandfather served in WWI, not WWII. |
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You're exactly right. Volks buff pushed their early game over the edge, OKW are favored immensely in the early game vs good players. I've only managed to beat 1 player in the top 75, I beat a memeber of the HOI Clan 3 times in a row but he played like a bad not realizing that his early game was amazing and essentially allowing me to stall to the USF better mid-late game ( before KT comes).
That 12 damage volks buff was disaster.
I switched back to soviets though and can still win vs a few top 60 OKW becauses the clown car allows me to not outright lose the game and also at nades are infinitely better than at rifle grenades.
edit: Here are 2 replays vs him, didn't save the third
http://www.coh2.org/replay/46333/strong-okw
http://www.coh2.org/replay/46334/strong-okw-2
On open maps without infinite buildings sometimes the early game is fine, but I'm actually pretty confident its literally impossible to win on semoskiy vs any decent okw playing decently.
Thank you! I watched both replays and got an idea of some of the things that I was doing wrong. |
You're exactly right. Volks buff pushed their early game over the edge, OKW are favored immensely in the early game vs good players. I've only managed to beat 1 player in the top 75, I beat a memeber of the HOI Clan 3 times in a row but he played like a bad not realizing that his early game was amazing and essentially allowing me to stall to the USF better mid-late game ( before KT comes).
That 12 damage volks buff was disaster.
I switched back to soviets though and can still win vs a few top 60 OKW becauses the clown car allows me to not outright lose the game and also at nades are infinitely better than at rifle grenades.
edit: Here are 2 replays vs him, didn't save the third
http://www.coh2.org/replay/46333/strong-okw
http://www.coh2.org/replay/46334/strong-okw-2
On open maps without infinite buildings sometimes the early game is fine, but I'm actually pretty confident its literally impossible to win on semoskiy vs any decent okw playing decently.
Thanks, I'll download and watch tonight. I had one match on Semoskiy and after seeing how it played out, added it to the veto list. |
Hey guys, I created this thread so that we can look for ways to counter the new OKW in 2v2s and up.
Cookiez and I have been experimenting with a build, which is pretty cheese, but seems to work all right.
Both players go Calliope Commander.
Player 1:
Rifle
Rifle
Rifle
LT
MG
CPT
ATG
M5 HT
M20 (for mines)
2 Calliopes
MJR
Jacksons
Player 2:
Rifle
Rifle
Rifle
Rifle (Optional)
CPT
Pak Howie
ATG
Pak Howie (If possible
Stuart (if fighting heavy mech build)
3 Calliopes
MJR
Jacksons
I've been struggling in 1v1's against OKW, every game the same, starting Sturm pio rushes my fuel, quickly backed by 2-3 volks, Kubel caps rest of map while fighting at my cutoff. Volks get upgraded with shreks, Stuart now has significantly less impact with so many shreks running around. Luchs around six minutes and I now have to worry about mines in the early game. Also, it seems like rifles don't push around Volks like they used to.
I lost 3 in a row before winning one. I did try airborne for the first time in a long time and had better luck with it. Adding a pathfinder to the mix seems to help rifles against volks.
If anyone is having success against good OKW players then please post a replay or two.
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I played several games as USF last night. The strafe worked well once against someone who was probably reading his e-mail, and didn't work at all against everyone else.
The AI strafe from CAS is okay, but I don't like the reworked commander anywhere near as much as the old one. |
OKW is is still pretty strong, but now the stats are in a much more realistic place. They dropped in 1v1 first day but then popped right back the next day, most likely due to inflation.
I have no idea what caused the huge brit rise in 4v4 though. It's not even reflected in 3v3 like most the 4v4 statistics are. Most likely just a random spike inflated further by inflated by the balance changes. Perhaps returning players to the faction as well.
The huge spike was done with a total of only 32 games played. It was most likely done by just a couple good players who figured out how to be competitive. |
Bringing this thread back a bit since we've had a weekend to collect win rate data after the dec 10th hotfix. The first thing I noticed is that even though people say that 1v1 was "almost perfect," the dec 10th changes brought OKW down from a .78 winrate to an average of .65, which is still 2nd or 3rd highest among the 5 factions. It really just goes to show that there is always room for improvement and "almost perfect" might not be as perfect as we think it might mean. 
The patch did wonders for 2v2 balance as well, bringing OKW from a whopping ~.88 winrate to .667, which is still highest among the 5 factions, but it's within acceptable parameters. Really, I think the patch helped 1v1 and 2v2 the most out of everything.
3v3 and 4v4 saw improvements as well. Axis still top, but the difference is no longer crushingly staggering. Interestingly enough, UKF spiked to highest winrate in 4v4 for today. Why?
What are your guys' thoughts? Thumbs up or thumbs down for dec 10 changes? For me, definite thumbs up.
I'm not sure, it is better than it was but would be good to wait awhile before saying much. In team games, teams with several OKW still seem to start fast but the cost nerfs have hurt it in longer games. I've only played one 1v1 and it was as USF against OST. The OST player had some extreme RNG go against him so I couldn't tell much, other than I probably wouldn't have wanted to be his keyboard or desk during the match.
I'd guess that the big difference in 4v4 win rates is that most random teams will have at least one player quit if they're tripple-capped early which seems to happen a lot to allies.
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Thank you - it's really interesting to see what this shows after a team game or to compare my CPM's across different game modes. |