The fundamental problem is that OP is comparing the units one on one and not looking at the two factions as a whole.
Imagine trying to compare USF and Ostheer unit by unit, it would be even crazier...
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Thread: UKF have too many abilities by default.29 Mar 2021, 05:57 AM
In: COH2 Balance |
Thread: How OKW and Ostheer are different from each other26 Mar 2021, 11:06 AM
Ostheer hands down for me (I play team games mostly). A much more conventional design with clear roles for each unit. Grens that scale well into late game on wide open maps, PGs if I need a very reliable close to medium range unit. Access to sniper, early mobile reinforcement, generally more reliable team weapons. Can build chaches and defenses, so I have something to spend spare manpower on, unlike okw. Access to cheap TDs (stug), good AA/anti inf tank (ostwind) and a dedicated anti blob tank(brummbar). Also a wide variety of doctrinal units and abilities, personally I'm really fond of stormtroopers and ambush camo. In: COH2 Gameplay |
Thread: Tips against Commandos25 Mar 2021, 22:15 PM
As OKW you can also get the infrared halftrack that has extended detection range, maphack ability and can even call in a recon plane. As another doctrinal choice for detection you can have the 221 from elite armor. Ostheer non doctrinally is stuck with the 222, but as pointed out, PGs are a good match vs commandos. Picking a doctrine with camo (Jaeger Infantry is the best choice in this regard for 2v2) can indeed hinder commandos as they are moving blindly too. As Ostheer you also have the option to have your own commandos, the stormtroopers. While they don't have a HE grenade, with tactical assault they can make short work of weapon teams or lone rifle infantries and can even catch retreating squads. (sometimes I run into commandos with stormtroopers while sneaking around, the two squads be like 'bonjour' before hold fire is disabled ) In: COH2 Gameplay |
Thread: Jäger Armor is still the same BS than before25 Mar 2021, 14:45 PM
Fortification mean defensive so I don't get why it should have attacking stuff. There is also 1 more factor at play here, Everyone has Jeager Armor doctirne but you need to purchase or grind for Fortified Armor which means people are not gonna go out and get Fort Armor just for the ELE. Both true, but right now, when compared to Jaeger, Fortication doctrine doesn't look very attractive and even if one has it they would most likely still stick with Jaeger. I mean of all the Elephants you encounter, how many of those came from Fortification? I'm pretty sure it's less than 1%. Called 'fortification' or not, that doctrine needs an extra something over Jaeger, or Jaeger needs something less. In: COH2 Balance |
Thread: Jäger Armor is still the same BS than before25 Mar 2021, 10:08 AM
Imo one ability from Jaeger armor should be swapped with an ability from Fortified armor (the other elephant doctrine), something that nerfs Jaeger, but makes Fortified equally as interesting. Right now Jaeger has all the good stuff, spotting, recon and offmap, while Fortified has only the recon. Sure, they have hull down, smoke and cp4, but it's all too defensive, can't go as offensive as Jaeger can. Edit: even Festung armor could be involved in this swapping around, as this doctrine lacks any recon option. It could receive either the scope or the recon plane from jaeger. In: COH2 Balance |
Thread: M3 - Replacement for Medical Supplies?25 Mar 2021, 09:52 AM
I really don't like that the medikit drop on the M3 got removed for healing in cargo, sure it's free, but it also means it can no longer heal weapon teams at all, nor you teammates. Medikit drop was overall more versatile for a rather neglectable muni price. In: COH2 Balance |
Thread: Ostheer Commander Revamp 202124 Mar 2021, 17:16 PM
1 MHT with 2 consequtive barrages.
In team game perspective light vehicles are generally less of a problem. Ostwind will continue to do AA while stug E can provide some minor support in late game tank combat too. Both has their merits.
I'm certain no one want to see a buff to the elephant doctrine, nor Storm doctrine. In: COH2 Balance |
Thread: Ostheer Commander Revamp 202124 Mar 2021, 16:41 PM
I disagree, I used it yesterday and even the day before, both cases it took only 2 barrages per emplacements. The same is true for Feuerstrum leig napalm, which imo is a bit more vulnerable.
Stug E has heat round, it ain't much but honestly the ostwind ain't that good against late game vehicles either. Plus stug e still has longer range.
Many arty abilities are only good vs static targets. It is also good enough to hit infantry trying to capture a territory. Plus the delay may lead to some other unit walking into it.
Doesn't seem to take longer to deploy than tellers with pios. The big deal about riegel is that it can completely stop a tank, pretty much guaranteeing a kill. An engine damage tank on the other hand may still retreat into safety. Also, 'Riegel is fine, the commander not much'?? One of them is the elephant doctrine which is still strong, the other one is Storm doctrine with recon + stuka bomb with lefh on top, neither seem bad. ---------------------------- Different topic, just a simple idea I throw in: how about Stormtroopers in elite doctrine gaining a JLI G43 instead of 3x panzergren G43s? It would be exclusive with Mp40 upgrade (so must retain their rifles before upgrading with G43). Compared to the OKW JLI these stormtroopers would still keep their moving camo, but wouldn't have first strike bonus. In: COH2 Balance |
Thread: Ostheer Commander Revamp 202124 Mar 2021, 13:55 PM
big post You forgot Encirclement doctrine, boooo. ![]() I disagree with several crossed out abilities. -Mortar HT has napalm rounds, it can completely shut down british emplacements. -Napalm bombing is ok too for the reason above. -Stug E is about half the price of a brummbar and two of them perform roughly the same, but with more range. They get insane firerate at vet3. -Opel blitz can work on fuel/muni points too, allowing the owning player to get earlier vehicles or use the two quite decent aircraft support abilities. Also, one of it's underused utilities is that it can allow cut off territories to continue to provide resources. -Sector arty arrives slower than perimeter overwatch, but it has a greater firerate and more precise, it server it purpose most of the times in my experience. -Riegel mine is completely fine, just happened to use it yesterday to shut down an armored flank. Seriously, the 251 halftrack is usually must have unit in team games anyway. -Tactical advance, to my experience, is best used after mass retreats, to get back to the frontline much faster. Plus it affect team weapons too, I can see situations where an at gun would need that extra speed. -Supply medical drop has its uses too (tho I agree it was made somewhat redundant lately). The ones I agree with: -Relief Infantry -250 HT coming with infantry In: COH2 Balance |
Thread: Lefh Counter Barrage Controversy23 Mar 2021, 07:27 AM
Would this tracking be a factor under normal circumstances? I mean in this example the lefh is looking away and the katy can't even finish firing, plus it retreats sideways relative from the howitzer. Normally the lefh is already facing roughly towards the barraging units, they stay a bit longer to finish their barrage and they retreat further away from the howitzer. In that case the lefh would start firing early, so it wouldn't be able to track the retreat. In: COH2 Balance |
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