My first game for the week and surprise surprise, it okw.
Chinese dude spamming/blobing schreck blob into panther.
Well done relic. So much improvement.
So much variety.
So much balance.
So interesting.

Posts: 611
Thread: December Update5 Dec 2015, 01:29 AM
My first game for the week and surprise surprise, it okw. Chinese dude spamming/blobing schreck blob into panther. Well done relic. So much improvement. So much variety. So much balance. So interesting. In: COH2 Gameplay |
Thread: Company of Heroes 2 vs Company of Heroes (Original)3 Dec 2015, 10:03 AM
This is a bit like comparing modern day sporting teams with teams of yesteryear. Vanilla coh was truely amazing for the time it was released but Brits and Panzer Elite were failures and dragged the game down. Coh2 suffers from the weight of expectation. It is broader in scope and content but with that more bugs and more design failures. In the end it is subjective. Coh2 could have been great but is by no means a failure. (Except Okw, i hate those F******). In: Lobby |
Thread: How salty are you?2 Dec 2015, 08:04 AM
I am mildly salty all the time because of mild constant lag and it generally becomes worse the more Isg spamming fuckwits I encounter. I know the blame lies with relic but abusing broken shit just sends me into a rage even when I am winning. I am somewhat concerned about next patch. If okw is broken I may just have a rage stroke.. In: Lobby |
Thread: suppression and the OKW...23 Nov 2015, 08:28 AM
I had a game on weekend on Arnhem Approach where two riflemen and two SP engaged at cutoff near church. First engagement so both squads at full health. Each side entered green cover at same time. The engagement took place at what i would consider mid range. The sp's took no casualties whilest I lost one rifle on retreat,even though i had 2 men left and was moving away from engagement. The other squad got away with 2 men. Maybe it was unlucky rng, I know it happens sometimes but this is not an isolated incident although certainly the worst. Mg34/sp combo would be just as effective imo and with sp likely to get a price decrease next patch this combo will be even stronger. The factions that get early mgs do not have cq units the calibre on sp from the start and that is why okw cannot have a t0 mg. Add it to t2 where it cannot be abused. In: COH2 Balance |
Thread: Elite Troops Update22 Nov 2015, 12:45 PM
Did anyone really used troop training in any serious way outside of 4v4 or 3v3? +1 I can't remeber loosing a 1v1 to someone using troop training, not recently anyway. Tiger ace was the doctrines strength and even then it was only Usf that struggled but that was because of design. Ie no standard mines and shitty at gun. That being said a well timed rush of multiple m10s could destroy it quite effectively In: COH2 Gameplay |
Thread: suppression and the OKW...22 Nov 2015, 12:29 PM
Adding mg34 to hq would simply see okw rushing Sp and mg to opponents cutoff every game which is not good for gameplay. SP are best opening unit in game, its only reasonable that you cannot build mg at 0.00 to suport it. Next patch will improve many of the okw flaws, although i think it will still be a blob faction due to schrecks on volks. Improving suppression will simply make it op again. In: COH2 Balance |
Thread: Rifle company is dead?22 Nov 2015, 12:08 PM
It may have been overpowered before, but now it is a design & thematical fail. There would have been more creative ways to make the more origial ideas work instead of just replacing them with more generic stuff. I agree. Most coh2 doctrines really lack themes compared to coh1. Rifle company should enhance rifle based play or at the very least add aditional abilities. One would expect rifle company to contain abilities like laying mines, building sandbags and/or hit the dirt. Flames on rifles are problematic in the same way schrecks on volks are. Vet callins are Op cause of how early they can be called in. The simplest solution was to move the vet callin to 3 cp and make them flamer rifles. This way flamer blobs no longer exist yet a viable anti garrison unit remains available. Giving re's flames will alleviate the current problem but it is likely to just give rise to re flame blobs, which whilest undoubtedly weaker isn't going to improve the playstyle of the doctrine. In: COH2 Gameplay |
Thread: Balance Preview Patchnotes22 Nov 2015, 05:01 AM
Its admirable that relic are trying to fix okw, it would be easy to just wipe their hands and just walk away.. However this this patch has clusterfuck written all over it.. Firstly they refuse to address the issue of having schrecks on cheap mainline infantry, that have five men and 5 levels of vet. Schreck blobs and okw blobs in general will always be present if you can combine AT and AI in the same blob and just A-move around the map. Secondly, reducing SP to 300 is simply going to promote double SP openings straight to opponents cutoff while kubel just cruises around in the background capping away uncontested. 2 SP will always hit field before 3 rifles and 2 SP easily account for 2 rifles unless they charge over open ground. The new meta will be something like 2 SP, kubel, volk, volk, luchs, with some variation. Allies will now almost always have to rush a stuart or T70. The kubel is also going to be a pain in the arse now that it can cap. OKW early game has already been buffed, they don't need a vehicle that can basically decap opponent sector uncontested for the first 8 mins. I don't believe okw are as bad as most say it is. Yes weaker but not useless. I have not played the preview so I may be wrong and I am happy for people to point out where I have it wrong but changing okw (buffing) whilst nerfing allies seems to me to be recipe for diaster since history shows they always buff/nerf too hard. In: COH2 Balance |
Thread: Unofficial OKW Redesign Thread14 Nov 2015, 13:04 PM
In: COH2 Gameplay |
Thread: LEIG change14 Nov 2015, 10:09 AM
Maybe give it two kinds of ammo, one is fragmentation and one is HE, one suppresses a lot but doesn't deal too much dmg (Let's say 25% dmg from the current), and the other ammo would deal a shit ton of dmg but wouldn't suppress at all Suppression is the problem. Even if you remove damage any nearby squad will keep the suppressed squad pinned meaning automatic retreat. Take Langres for example. Isg can basically sit just outside base and cover 2 vps, fuel and ammo point and almost never be at risk. The constant pin retreat routine not only drags games out but makes them incredibly frustrating. Isg should be effective vs buildings, weapon teams, emplacements and blobs. Not against sole squads moving across map. In: COH2 Gameplay |
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