The Panzer III and SU-100 could use some love. BA-64 as well.
Su 85 is already powerful AT, no need to up gun, and I don't think a scout car would suit the soviet in a roles, they already have fairly good light armour and trucks :0 |
The HQ Howitzers need to be more useful.
That too |
I feel like the UKF transition from early game to mid is immensely difficult with the lack of anti-garrison. I mean, it's already ready pretty sketchy for UKF as is, the need to rush AT, the need to hold territory when possessing these weak infantry and MG's, at least that's how they feel, did they get a health nerf? I'm hoping that the UKF will receive maybe the Mills for free, instead of needing to tech, like the OKW, you unlock it once you research the first building. And maybe the gammon bomb can be purchased in the HQ, rather then needing commandos or the Hammer tactics. Just my thoughts, what are your guys on the early game? |
Sepharim? He quit coh2 permanently because he heard it got an ESL Tourney.
Once in a while I watch his 1 vs 1 grand tourney against tittitwister. Godam, I mean he dominated the entire the game and ended it in 18 minutes, that's kinda embarrassing for twister. And that's before the call in Meta and arty fest, he won with combined arms and skillz. And that was just shortly after coh 2 was released, his skills from vcoh transmuted quite well. |
I talk to Sepha from time to time. He plays dota2 and other games. Great guy, great player.
Any reason he stopped playing in particular? |
I'm wondering, I've been looking at some old photos of the coh2.org leader boards couple years back, and Sepha is showing up top 10. He was such a pro player, both in coh 1 and 2, anyone one know what happened? Or where's his profile? |
Guys,
my point is pretty straigt forward. Since Jagdpanzer IV went to OKW T4, a player is forced to build T4 in order to get a tank with which one can fight Allied medium or heavy tanks reliably.
As a consequence, an OKW player has always access to Obers. Why picking Luftwaffe Commander anymore?
The charme about Luftwaffe Commander before the overhaul was, that one could skip T4 and replace Obers with Fallis and use Jagdpanzer IV from the Medtruck. Right now, I just don't see a reason why to go for Luftwaffe anymore. This is pretty sad in my opinion because I liked having the option for multiple build orders. Right now, I have the feeling that the build order is pretty much pre-determined.
My solution proposal: Move Jagdpanzer IV to OKW T3 (Mechanized Regiment HQ). Since it is only good at shooting tanks, I don't expect a major impact on infantry battles. For tank battles however, the problem is that Allied light tanks will be doomed then because this tank will enter the field pretty early. On the other hand, if an OKW player plays this way, the Allied player can easily overun him with infantry because an OKW T4 will be very late (if at all). As OKW player, I would counter with Luftwaffe of course. That would even out things so that I don't expect many problems.
What do you think?
Bruh, first off Mg 34. Second off, falls are dank, because they can be deployed within buildings. Second, the commander has needed to be buffed for a long time, the build able flak emplacement is weak, expensive, and easily de-crewed, the valiant assault ability is kinda trash for the cost and what it does, same as the last ability. At this point, We need a wirblewind to fix this doctrine. |
let's doooo it! Although would Relic really consider this plausible after the games been out for almost 3 years? |
I went through the site's veterancy guide and picked out the veterancy bonuses that I thought weren't very good. The idea's that hopefully they might be replaced with better buffs.
Combat Engineers
Vet 2 - +20% accuracy
Vet 3 - +15% accuracy, -15% cooldown
Received accuracy reductions would be far better bonuses.
ZiS-3
Vet 3 - +6.25% barrage range
Not a big enough bonus to even really be noticeable.
SU-76
Vet 3 - +11.1% barrage range
See ZiS-3.
Guards Rifle
Vet 2 +10% penetration
This very small bonus really isn't going to help these guys fight vehicles any better.
ML-20
Vet 2 - +30% rotation speed
A very small bonus. These units need cooldown reductions or firepower buffs, not better rotation speeds.
B4
Vet 2 - +50% rotation speed
See ML-20.
Pioneers
Vet 2 – +20% accuracy
Vet 3 - +15% accuracy, -15% cooldown
See Soviet Combat Engineers.
Stormtroopers
Veterancy bonuses should match Panzer Grenadiers
LeFH-18
Vet 2 - +30% rotation speed
See Soviet ML-20.
Mechanized LMG Grenadiers
Veterancy bonuses should match Grenadiers.
Rear Echelon
Vet 1 - +20% accuracy
This is only useful if you're spamming Echelons with BARs. Otherwise they don't need an accuracy buff.
Lieutenant
Vet 3 - Passive Sprint
This bonus causes the unit to run ahead of other US infantry units, turning him into an easy target for German units.
M20
Vet 3 - +50% penetration
Basically useless.
M15A1 AA Halftrack
Vet 3 - +30% penetration
Basically useless.
Major
Vet 1 - +20% accuracy
Because of all those times you need to tackle German infantry with the Major's M1911.
Sturmpioneers
Vet 3 - +25% construction speed
Basically useless.
Vet 3 - Concussive Grenades
Good ability but needs to be unlocked earlier.
LeIG-18
Vet 2 - +25% movement speed, -23% received accuracy
Both useless.
Vet 3 - -40% barrage recharge, +33% barrage range
Should probably apply to auto-fire as well.
Vet 5 - +15% penetration
Completely useless.
Flak Halftrack
Vet 4 - +15% penetration
In the unlikely event this unit hits vet 4, you're probably not going to be fighting Allied vehicles with it. Not a very big bonus either.
Walking Stuka
Vet 5 - +30% speed, +30% rotation speed, +30% ac/de-celeration
Completely useless on this unit.
MG34
Vet 4 - -20% received accuracy
A very weak bonus on a very weak unit. The gunners aren't supposed to be exposed to much gunfire anyways.
How is sturmpioneer construction speed buff "Basically useless"? Mines, trenches, barbed wire, all faster. And lieutenant sprint? It's good for chasing tonks man. Because your lieutenant is the spear head of your army |
Recently, God knows why, I have started to play without selecting a Doc. Crazy I know but In a way I think its really helping me play better due to the massive disadvantage it can give.
I'm a Brits only player so having Sim city helps more than it would say USF as standard units and with the flexibility for the Brits play style, each game is different.
I've lost a lot more than I have won recently but I think thats to do more with how this patch gave OKW a huge advantage (free tech + Cheap Tanks) and reduced a lot of the brits power, but that's another topic entirely.
So, am I the only one that does this? Have you tried it? Or do you think Docs are far too vital for victory that you think I'm insane?
Sometimes I win before I select my doctrine, but it doesn't make sense to not choose one deliberately. You're leaving options and abilities on the table, no sense not utilizing them for no reason.
Although, there is a difference between centering your strategies around one doctrine, you should always select one later in the game then earlier, as to react and predict your opponents plays(unless your going prostruppen, then by all means).
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