One thing that I was hoping for was a progress bar for the USF Lieutenant and Captain when they are building the same as any other unit building. |
I just answered an in-game poll about bulletins that was new this week so Relic is clearly "doing things" with the bulletins but I only use one anyway 10% faster mine and wire build time.
I tested one and two of the 5% further sight range and 2% cooldown on soviet sniper today and even using two of them had ZERO effect. This is one of the newest implemented bulletins and it isn't functional.
The way to really get a grasp of how useless they are and how much time Relic wastes on features no one cares about is the 10% faster cooldown on Jagdtiger call in bulletin. I literally el oh elled when I saw this bulletin implemented in the WFA expansion. The consciously add troll bulletins to the game.
I see some good players using bulletins for commanders they don't have equipped just as commentary. |
The reason why I quited playing OKW 1v1 and getting back to COH1.
M3 can melt Kubel in 3 secs, push away the stumpio (and eventually able to squad wipe), with
JUST MERELY MOVE COMMAND, uncounterable until first screck (NERFED), Rakentenwerfer is a joke, unless the Soviet player is retarded.
Penals making Volks like a child playing toy guns, with flamethrowers even able to kill stumpio. Camping in buildings making it almost unable to flush them out unless you have Stuka in 8 mins mark. (If you get Stuka, good luck with the T34 rush)
Then Snipers, fuck snipers. There is from a little hope into no counter after Kubel nerf.
Guards, very viable vs OKW, vetting quite fast with DP, stand toe to toe with Falls, ROFL.
Guards motor T34/85 dual call in, good luck if you have no panther.
In my exp Sturmpioneers win every time against an M3 that drives up point-blank. |
I'm pretty sure the Ostheer officer increases the rate of fire of vehicles specifically. |
I use both the Ostheer and Soviet howitzers in almost every multiplayer match I play and I feel like people are trying to use them once or twice and don't "get it."
Soviet Howitzer:
High Damage
Long range
Good commanders (Terror and Shock army specifically)
-Hit vehicles early on to get veterancy quickly because of so much damage inflicted.
-Build the howitzer in a very safe spot far back in the base since vet 3 will increase its range to a ridiculous amount.
Ostheer Howitzer:
Rate of fire
Lots of rounds
Versatile commanders (Joint Ops is very flexible and and Festung Support is brutal vs. weapon team spam)
The most important factor IMO is playing multiple games with howitzer commanders and learning a solid army composition to support them, make high dps units to gain cp's quickly, not bleed manpower and to not try and make a bunch of vehicles. The excess fuel you accumulate should be put into a more broad teching tree to have units from multiple buildings to support each other. You will also be the player setting down more fuel and especially munitions caches.
If anything the Ostheer howi is slightly weak for its cost but the Soviet is perfectly fine and synergizes insanely in Terror Tactics with Fear Propaganda artillery (especially against OKW forcing them to retreat to their forward HQ and pounding it.)
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If only the Sutchka could arc its fire over terrain like the Brummbar and the Scott. Pipe dreams... |
This reminds me of when I used to participate in Civil War reenactments. At first the battles are fun and exhilarating, an absolute adrenaline spike then you realize no one ever wants to die and it's completely and absolutely unrealistic... if it were it would be over in three minutes because everyone would be gibbed by .50 mini balls and canister shot.
It's a fucking game bro. |
Give them a shotgun upgrade just like Space marine Scouts. seriously, they could have a blast ability for munitions to knock infantry back or suppress them momentarily instead of the god-awful suppressing fire ability. |
I don't think the Howitzers need any buff whatsoever. I use them almost every multiplayer match with Terror Tactics for Soviets and Joint Operations for Ostheer and sometimes in 1v1 and I think they are both quite strong and simply require you to use the right build and manage your manpower and bleed properly.
I think Volksgrenadiers should take a bit more suppression and/or have their incoming received accuracy not get totally insane with veterancy. They can A-move with shreks at AA quad-mount M5 halftrack and solo it.
Absolute top-tier issues to deal with are:
Mg/infantry retreat bugs: these are straight up game-breaking
Conscript and Zis incoming received accuracy bugs: they are receiving an extra 15% and it's brutal.
Units halting orders when hit by AOE: also game-breaking. |
First time playing on Lierneux and I can already say this is IMO the best 2v2 map in the pool and a top three map in general. The layout looks weird with the vp's so close together but the different types of terrain let every type of unit shine somewhere in the match.
I think this match was a good example of how underrated Anti-Infantry Tactics commander is and specifically how well Fear Propaganda Artillery helps to deal with the OKW infantry Shrek blobs of doom (which can a-move their way to victory under most normal conditions) |