Ostheer has never really been about elite infantry.
They have elite support weapons and vehicles though.

Thread: Ostheer Equality30 Oct 2015, 08:33 AM
Ostheer has never really been about elite infantry. They have elite support weapons and vehicles though. In: COH2 Balance |
Thread: Heavy Cav Commander?30 Oct 2015, 08:31 AM
Flak halftrack works well at stalling the infantry. You can attack ground through smoke. An early luchs would also be pretty strong against this sort of composition. In: OKW Strategies |
Thread: I Feel Soviets Failed Thematically.30 Oct 2015, 08:27 AM
Plenty of older games had tech paths though. Command and Conquer, for example. Any game with production structures, really. The difference here is most people in this game completely neglect building "lower tier" units and structures.
There's plenty of this in Coh2, OKW is full of it. That's why the Luchs comes from the panzer command and the jagdpanzer comes from the medic command. It's why the Puma is in mechanized and why the raketenwerfer can be built from HQ. Relic does actually plan this stuff fairly well. (Atleast in this game they did. DoW2 was half-assed with T1 based anti tank) For Soviets the way this worked was thus: T1 is the only structure with no AT potential. But it was also primarily early game stuff, so that's no surprise. Even so, Satchel charges were an option and do good AT damage if you can immobilize them first with engine damage. (At grenades?) That said, you generally wanted to either go T2 or T4 after going T1 for AT options like the ATG or Su85. T2 had AT guns, nuff said. T3 had T-34's which had Ram which worked well at disabling enemy vehicles for your other AT to kill them. (This got neutered though.) T4 had Su76 for lighter vehicles and SU85 for late game tank destroyer. I'm emphasizing AT because that's generally the thing everyone needs in this game. But vehicle wise t3 offered a light tank and a medium tank (and at one point the katyusha, but that got swapped with the halftrack because 4v4 scrubs didn't understand how "non linear" teching worked and thought halftrack came too late to be useful.) T4 had the halftrack for anti infantry and support, SU76 with some AI potential. HQ had molotovs for anti garrison, penals had satchel charge for antibuilding, AT gun and su76 both had barrage for similar purposes. etc. There's actually a lot of such overlap, and for a reason. In other words, they had all their bases covered and if you wanted to do risky tech like T1 to T4 you had stop gap options in the form of ATG, mines and guard rifles. Any sort of safe tech included T2 for AT guns. (Which paired nicely with shock troops) I can understand why people wouldn't like this sort of tech structure, but it's a shame Relic bent over and homogenized it. In: COH2 Gameplay |
Thread: I Feel Soviets Failed Thematically.30 Oct 2015, 06:56 AM
I phrased it weird. I was using DoW2 as an example of a game with a linear tech structure. It works there because there are a ton of options with how to spend power. Most RTS games absolutely do limit options when teching, and rarely can you get everything. There's very little tech decisions left for Soviets: "Do I want T1 + T2 before T3?" That's about it. There's always "When?" but that's in every game ever. There's not even any reason to not immediately build a structure at the start of the game anymore. It used to be you would want to go cap points first since you didn't have enough resources straight off and you needed conscripts etc. If it weren't for commanders, soviets would be incredibly stale. They're lucky in that most commanders offer new units to play with. In: COH2 Gameplay |
Thread: Flame Hetzer Blows30 Oct 2015, 05:16 AM
The real question is how does the flame hetzer compare to the Wasp, halftrack or KV8 now that incendiary damage across the board was reduced. In: COH2 Balance |
Thread: I Feel Soviets Failed Thematically.30 Oct 2015, 05:12 AM
Well first: comparing them to Americans is silly. They launched with Ostheer and were designed around them and the concepts of more infantry, more mobility, expendable vehicles etc are better shown here. Their tech tree has also been butchered and homogenized over the last couple of years.
That's a silly thing to say. RTS has always been about choosing what production structures to get. If you did something stupid and found your army lacking, it was your own fault. It worked well in Dawn of War 2 because Hero/wargear choice and a myriad of unit upgrades replaced overall tech trees, but it wouldn't work as well in a game with far less in the way of upgrades. There's a reason no faction in this game (well Soviets almost do now) has a linear tech tree. Even Ostheer had the option of researching battlephase independently from the structure that actually builds those units: allowing them the option to fast tech to other tiers and open up new strategies that way. Even Brits have the decisions between Bofors/AEC or Hammer/Anvil to give some sort of tech tree decision making to the game. Soviets old design never limited you to half your arsenal, you just had to spend the resources to get it. If it weren't for the community whining about game pacing and having Relic hike up all the tech fuel costs significantly, it was actually quite affordable to buy all four tech structures in a game. In: COH2 Gameplay |
Thread: State of axis in 1v130 Oct 2015, 00:09 AM
The key to playing Axis (and ultimately the reason I suspect people are struggling) is that your mainline infantry are simply weaker and less numerous than the allies, and thus you need to rely more on support weapons and light vehicles in the early/mid game. It's a very different playstyle, yet there's so many people who build four volksgrenadiers or grenadiers and pretend they are playing USF. It's baffling, and not at all surprising that it doesn't meet with as much success. In: OKW Strategies |
Thread: OKW :Faction design Failure29 Oct 2015, 23:58 PM
I have never understood this whole vet 5 and resoruce penalty system. If you are messing with basic game's assumptions, it will never work. Hey guys, I saw you had a unique, well designed faction here that has a ton of depth. I came to fuck it up. ![]() In: Lobby |
Thread: Rethinking PIATs29 Oct 2015, 19:34 PM
People used to said this about MG42's, once upon a time. Balance is only relevant at the skill ceiling. In: COH2 Balance |
Thread: Volks schreck, necessary evil or no?29 Oct 2015, 19:15 PM
I think it's fine, as annoying as volk blob is, it's pretty straight forward to counter. In: COH2 Balance |
![]() |
![]() |
![]() |
29 |