Uh, usually there's no point reading K's posts. Responding to them is even more pointless. It always leads to the same useless stat flexing and number crunching that doesn't actually apply ingame.
That said, I would join the ranks of people saying to try MG34s, but the same grenades that are taking out your volks and jaegers are even more designed to wipe MG teams. Not to mention smoke grenades. Obviously from the screenshots the game had already tipped irreversibly into your opponent's favor, so analyzing the screenshots for information is just being argumentative.
Best bit of advice I have for you is to use mines at chokepoints and avoid 'rushing' for any unit as OKW. The way OKW is timed, they really have no shock value units, (maybe the Luchs, but not really) so you need watch what your opponent is doing and react accordingly. Against USF, you know that they are always going to mass infantry, as they have no choice until midgame/lategame. Without snipers, mortars, and a crappy late-arriving MG, you're going to be seeing rifles after rifles.
Sturmpioneers are your friend against early USF. While volks (and jaeger) are superior at range to rifles, they simply cannot withstand prolonged engagements with riflemen. You'll always end up being overwhelmed trying to engage USF in a bolt action duel. You have to be able to use a sight blocking object and a choke point to hit rifles with a mine and/or ambush with sturms to gain an early advantage.
Because once BARs start showing up, OKW doesn't have any LMG option until Obers to try and match firepower. And Obers come far too late, and are actually quite inefficient in stand-up fights against rifles.
Mines, sturms, and ISGs as needed for fighting USF. Volks are for baiting and capping until vehicles hit and they can get shreks and shoot right on up to vet5. |
Ostheer v Soviets in team games is still a good matchup.
Team games are just a trollfest now that there are brits. When you have Soviets, USF, AND brits against one or both flavors of German, the disparity between sheer amount of strategies and options becomes pretty obvious.
Relic advertised the Brits as 'Two Factions in One' which puts the Axis fighting, in team games, against a vastly more versatile and flexible force than with just the Soviets and USF alone.
When there's no Brits, there's really not a broken matchup in team games. |
Do you know what the five levels of vet mean? Volks get here and there bonuses, but they are not as good as, for example, vet3 rifleman, vet3 IS or vet3 grens because even hefty numbers like + 60% accuracy mean nothing if the BASE NUMBER is laughable.
Before their nerf, the main ability of volks was sustaining damage, which is very useful for hunting tanks using a single shrek all the while receiving fire from enemy infantry. Of course, that led to blobbing issues, so they received some other bonuses to make up for that loss. Obviously, that seems to not make up for it.
You are most certainly correct in what you are saying.
But shreks still make it a whole lot easier for fresh volks to gain vet than it is to vet up, say, new rifles. That's all I was saying. |
I don't think it's the Axis units that are the problem with feeling overpriced and/or underwhelming. It's what they're going up against is typically broken and/or over performing. And all that really isn't coming from Soviet or American units really.
:|
And the Brummbar is balls. It kind of always has been. |
Five levels of veterancy is what makes volks so problematic. Combined with how AT weapons confer a great deal of XP, often ramping up that XP gain, an extremely cheap unit can became a highly vetted powerhouse rather quickly. |
A lot of the optimization issues are rooted in, my opinion at least, in the sound files and the way servers handle chat. Usually sending chat messages causes a lag spike, especially in team games. Furthermore, certain sound files seem to lag up the game. Specifically, there is an artillery shell sound file that is either unique to the British faction, or appeared with the British, but whenever that artillery is going off, my game starts lagging like crazy.
I have found CoH2 to be completely unplayable since the British, and since WFA the general performance has declined steadily. At release I could play on medium settings, and even high and max settings for 1v1s and custom matches.
After WFA I could barely get the game to run on low and minimum settings on anything non custom/1v1.
Since Brits I can only play custom games against AI without the game coming to an untenable mess.
The menus have been extremely laggy and clunky for as long as I can remember. |
Chat usually lags the crap out of the game. When teams are raging there's often a flurry of text being thrown around, censored, and half hidden from view due to teamchat. I usually can note that my most predictable lag spikes are when the chat is getting heavy.
That said, chances are one of your opponents actually ragequit, and as a result, disconnected everyone from the game. Eight players are a lot to keep synchronized, and when one drops, especially during a laggy situation, I imagine it'd be hard not to get a Sync Error. |
Riflemen could not become zombie grens, but allied casualties could, hence pgrens could become grenadiers, and tommies could become riflemen, but it wouldn't cross factions.
Perhaps at one build or another, but the final and later versions of vCoH that would not occur. |
Also, CoH2 Grens are more the equivalent of CoH1 Volksgrenadiers than Grenadiers.
Panzergrenadiers are a sort of mashup between Grenadiers and KCH, defying nature and inheriting the weaknesses of both. |
Well, it is 120, but you get two of them. Volks spend 90 for just one. |