And all it tells me is ur a 3v3 player and ur opinion aint worth shit
so? I was top 20 with all factions in 2v2 when I was still playing it. I know it's hard to admit up to being bad at a video game, but you'll get there eventually :-)
Bumrush the volks and Sturmpio with a flamer m3 scout car as long as they dont have panzerfaust yet. Drive into them with 0 respect to push them out of cover.
Well and with penals it's a matter of knowing when you must use them carefully (cover engagement) and when aggressively.
There is no basic formula apart from: if there's a sturm or upgraded volks, it's suggested to use them carefully... if not or if the m3 charges in as well, then aggressively
I voted fine for everything apart from JLI and 221/223. I think JLI need a small nerf.(increase received accuracy or manpower cost?) The 223 is perfectly fine, but the 221 needs a small buff IMO.(slighlty more armor?)
I was debating with my vote for KV8. Maybe it should get a small lethality nerf to give the player a bit more time to react. The 251 flamer was nerfed vs garrisons for the same reason
Really solid ideas, but I would want the E8 to stay in the game cuz it's a really good unit imo, especially if they would revert the moving scatter nerf from last year.
If fusing 1 & 5 together so there's room for E8 is no Option, then I would swap it with the 76mm sherman from mech doc cuz this unit is still damn pointless to me
Yes, but when i wanna build it from the building it says it requires:$11158292 no key, its like i need to research the $11158292 no key
Battle Phase 2 is the one that you need for the building that deploys p4, ostwind and stug.
Oh and if you wanna get rid of the "no key" string then I guess you must switch to the english version of coh2 (right click on coh2 in your steam library --> settings --> language)
Honestly the whole brit faction can be a big threat for OKW, in 2v2 and upwards at least. UC rush shuts down Sturmpioneers and volks early game, and 5men inf sections win every engagement vs volks if used correctly. Vs good players, your only chance is good usage of MG34 and LeIg then.
And no, this is not meant as joke lol
Other than that, OKW is
- very vulnerable to early scout car/jeep rush
- limited in access to offmap precision strikes to deal with howitzers and fortifications (only Feuersturm has that)
- very dependant on how you use your tech trucks. While they offer very effective plays, they are not very durable and losing one of it at the wrong time usually results in a complete disaster. If you just build them at a safe spot (e. g. next to your main HQ) you could waste a lot/too much potential for a win.
OKW still has the disliked blobbing tactics, but it's nowhere near as crazy as it used to be thanks to the volks nerfs, and a lot times you are forced to use combined arms tactics