I quite like the doctrine really, I tend to use it in 2v2/1v1 when I already have a slight advantage (says something about its effectiveness though). If I am behind out pops Guard Motor to save the day, but the Halftrack Guard group is not as bad as people make out, it's just not a direct combat unit. Expensive, but when deployed on a flank you can cap and deter cappers and mgs in buildings very quickly.
Sherman is nice, getting a few of these out is great with tier IV.
The fuel drop is slightly better since OKW base turrets don't deal anti air anymore, but by the time the opponent has the tier IV SPHQ built this becoems nullified unless you play larger game modes.
Conscript repair is Conscript repair, it's ok if your engineers are off demoing or dead, but ultimately you need at least one squad of engineers to speed these repairs up.
DSHK isn't bad, but it sort of feels a bit wasteful in this doctrine, since I can see problems arising with it paralleling the Maxim if you build tier 2. I often build both tier one and two because I'm clinically insane, but I think this doctrine really needs tier two for the field gun, and the DSHK just doesn't fit a real niche.
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Post History of Swift
Thread: Why isnt Lend Lease meta?10 May 2015, 10:22 AM
In: COH2 Gameplay
Thread: The OKW conundrum5 May 2015, 22:00 PM
OKW are not in dire straits like most non-rare doctrine games as Ostheer, but they still suffer in 1v1 vs Guard Motor.
I like the idea of having real fuel income for fiarly priced HQs, it offsets the game breaking possibility of losing my new Flak Halftrack to the American counterpart.
Volksgrenadiers might need a bit of oomph, they don't do much early on but they scale like a madman so they're not terrible. Obersoldaten need to be reworked I think if the resource income stays as it is. Remove the 60 munitions LMG upgrade, make them cost 440 manpower whilst keeping reinforcement the same, and slightly increasing their upkeep (I know it's proportionate but exceptions should eb made for them). This makes them less spammable whilst staying viable and might halt some of that OKW "Oh look I've got one thousand manpower" floats you see around. I suggest increase the upkeep since they dance bullets too well to reinforce much.
Sicne truck pushing and crushing structures was effectively nullified, I have suggested before that OKW get some usefulness out of the Raketenwerfer early on instead of it just being there in the HQ looking silly, give it an AOE that costs munitions, 15-30, that can only be targetted against structures to attempt to blast the cheeky Conscripts out.
Guard Motor is more of a threat now down to PTRS Guards sniping Volks left right and centre and since the Kubel can't take them on seeing the MG34 in game would be an idea I support, locked behind a tier of tech.
Thread: Ostheer's Panzer IV vs Sherman/T34 Costs 5 May 2015, 21:09 PM
5 May 2015, 17:46 PMRMMLz
Which is why I said that the problem is not in the actual teching cost but how the faction fares in the early game. Too many mistakes accumulated can see the game spiral out of control and then the Panzer IV, if it comes, will come too late.
Thread: Ostheer's Panzer IV vs Sherman/T34 Costs 5 May 2015, 16:04 PM
After reading everything here, it doesn't actually sound like the underlying problem is really the teching cost (when factoring in all pre-paid upgrades like LMGs and Rifle Grenades), becuase then surely Ostheer teching would be balanced and up to speed with the other factions.
I think the issue is actually the Ostheer early game map control that sets the teching back, not so much the price itself, but due to the weak early game this price is a lot more important that for USF and Soviets as your map control can't keep up with the costs (if you see where I'm going).
Thread: Imperial Dane19 Apr 2015, 12:51 PM
I think on my visits to your stream and encounter on the DoW II forums I've come across as a bit of an arse, which is a real shame because I think you make brilliant CoH 2 casts with historical tidbits and funny little jibes at the players, a pleasure to watch the videos.
I hope I'm not in your bad books ^^
In: Fan Clubs
Thread: Oh no it's Swift...12 Apr 2015, 17:20 PM
12 Apr 2015, 15:00 PMAstarot
That would be nice, I would join too.
1v1 oriented pretty much, I don't see the point in teaching people how to play 4v4s, the only team games involved would be 2v2s if you find a partner you want to practise with, but I really want to promote 1v1 when at all possible.
Thread: Looking for mates to play with thread12 Apr 2015, 14:28 PM
Preferred game mode: 1v1 (Don't need any 2v2 partners, I have plenty).
Requirements: Anyone who enjoys 1v1, though be prepared I'm still recovering from the shock of comign for DoW II to CoH 2.
Preferred time to play: European evenings, probably every other week but if I'm online it's no trouble asking.
Preferred faction: Axis, though I'm messing around with allies more.
Thread: Oh no it's Swift...12 Apr 2015, 14:17 PM
I'll try that thread thanks.
I want to create soemthign where newer players can gather and organise games to hone their skills.
Thread: Oh no it's Swift...12 Apr 2015, 11:09 AM
Sadly I'm now a member of this forum, sorry lads.
The reason I create this topic now is to ask if anyone would be interested in a Steam group where new players can come together and play 1v1s and 2v2s with each other,not that everyone needs to be a beginner but could be anyone who wants to improve or help others improve, since I was considering making one to help with my 1v1 play (since I'm abysmal).
Thank you all.
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