Another fix that's been suggested before that Iv found might work would be bumping Volks up to costing 255 MP and making them the middle ground between riflemen and gren's giving OKW a bit better early game but giving them more of a MP drain.
Currently in 1's and 2's the Kubel can often be a liability due to the reduced capping power you have early game, personally I would find it better if the Kubel and MG34 were swapped.
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Thread: The OKW conundrum4 May 2015, 13:11 PM
In: COH2 Balance |
Thread: The OKW conundrum3 May 2015, 22:47 PM
I think it should also be pointed out that OKW's late game power is not much comfort in smaller game modes when your operating on much less resources and are thus normally never able to see said late game units. Ostheer is much easier to play than OKW, as you get access to every piece of equipment you need to deal with enemy armor AND infantry. Making the MG34 actually reliable would go a long way towards helping OKW early game and the Kubelwagon getting not shit maneuverability would help to. In: COH2 Balance |
Thread: Crawling Penal Satchel Charge Party Patrol3 May 2015, 21:42 PM
Smoke grenades would like a word with you. The issue is that it's way to easy to negate smart play with HMG's using basic infantry whose counter is supposed to be HMG's. And if you seriously think it takes THAT LONG to kill an MG42 with the Soviet mortar or Sniper you haven't been using either. But this is getting away from the topic at hand which is: It is already silly enough that HMG's are stupid easy to snipe because of the received accuracy, meaning often times you don't even need to use grenades to kill an MG. Just walk up to it and kill it. In: COH2 Balance |
Thread: Remove free lieutenant3 May 2015, 21:29 PM
Considering timing and arrival have everything to do with performance... The only people that try and play down the OKW fuel penalty are normally 1. People who don't normally play OKW enough to get a good grasp on the handicap, or 2. People who don't pay attention to reason why the OKW MP float exists and is so problematic. Trying to overlook the core feature of the faction is insanity, it would be like trying to discuss USF but overlooking decrewing, or overlook Soviets 6 men squads. In: Lobby |
Thread: Crawling Penal Satchel Charge Party Patrol3 May 2015, 21:09 PM
Have you ever tried not walking into the line of fire of a machine gun that fires 1200 rounds a second? Or maybe tried going around? or how about this: tried using something that can fire outside the range of an MG? Like those things with the long range scoped rifles? Or the tubes that fire explosives over terrain? It is 100% bullshit for a gren squad to walk into the LOF of a maxim, and then just crawl up and 1 shot it with a rifle nade. It is 100% bullshit for a Rifle squad to crawl up and throw a grenade and 1 shot a MG42 squad. You are acting like this bullshit is unique to 1 faction when it isn't. As Commash suggested earlier a easy fix for this would be to take squads get pinned way faster, which means they will take less damage BUT they won't be able to just hang out in the LOF of an MG forever. In: COH2 Balance |
Thread: UKF alpha test3 May 2015, 20:51 PM
In: COH2 Gameplay |
Thread: Double T34/85s and PrettyEasy Eight3 May 2015, 20:17 PM
It is when your stuck sitting in the line of fire much longer In: COH2 Gameplay |
Thread: It is OK to have tank with invisibility in this game?3 May 2015, 19:45 PM
It has cloak because it's the least mobile TD in the game outside the super heavies. If you want to take out the cloak you would need to give it a little bit more mobility. In: COH2 Balance |
Thread: Crawling Penal Satchel Charge Party Patrol3 May 2015, 19:43 PM
It's not appropriate for any unit to throw things while suppressed. Do you really think it's fair that infantry can negate infantry counters just by crawling up to something and throwing an explosive? The OP out right states that it's bullshit for any unit to do it, except the issue is exacerbated with penals due to the power of the satchel charge. In: COH2 Balance |
Thread: Stug E and Target Weak Point3 May 2015, 19:13 PM
Just give it the ability to barrage a vet 1 like the Sturmpanzer IV. In: COH2 Balance |
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