Half the people ITT are not even talking from experience
DL the mod and try it for yourself rather than theory crafting
+1
People who are most paralyzed with upcoming changes never even played with them.
Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Thread: These OKW HQ nerfs are over the top25 Apr 2016, 20:38 PM
Half the people ITT are not even talking from experience +1 People who are most paralyzed with upcoming changes never even played with them. In: COH2 Balance |
Thread: These OKW HQ nerfs are over the top25 Apr 2016, 20:27 PM
I'm talking to a brick wall. I'm done with you, you're way too deep in denial. You aren't even able to form a single argument against me anymore, all I hear now from you is "mimimimi". You'll come to the acceptance eventually. You're trying to fight inevitable. Closing the eyes and pretending there is no reason for changes won't stop the changes nor make the reason for them any less valid. In: COH2 Balance |
Thread: These OKW HQ nerfs are over the top25 Apr 2016, 19:00 PM
Lets see which one of us doesn't get it at the end. I'll be happy to rip your post apart and feed it back to you ![]() As the faction was originally designed you got trucks dispatched for free. FREE. Then in the big redesign they added a cost for dispatch. As the faction was originally designed, you had 33% of income of other factions, making it 100% EXCLUSIVELY on the three linked together points. You didn't even had much freedom to place the trucks and if you think current sim city brits are campy, you've seen NOTHING. It made sense to have trucks for free, because there were no resources for it and armor had quite high cost, there was nothing that could contest the infantry though, med truck was just as expensive and it still wasn't all time 1st option. Then we had the 66% solution, trucks were free, but even considering penalties, OKW had cheapest and fastest teching in game with powerful side bonuses FOR FREE. Alright, that still made sense because there was still resource penalty. Then and currently, we had 100% income OKW, even with the fact that you needed to buy the trucks, teching still remains CHEAPEST and fast, you still are getting powerful freebies, you even have someone counting up the tech and side tech costs currently pre and post changes, guess what? OKW still has one of the cheapest tech, even WITH the new side grades. Argument that something was cheaper/free previously doesn't apply, because previously there were completely different resource principles and incomes. So when you say the current cost for back tech is how faction was designed, you just aren't talking straight. To be clear I think it's fine right now to back tech for healing. It's more pricey than other factions if all you want is medics, but you get some advantages and it's close enough. But add on the proposed 100mp and 15 more fuel and a bunch more research time and things start to look extortionate. Ever since OKW has 100% income, relic has acknowledged the need for OKW side grades and hinted couple of times that OKW redesign isn't complete and more changes will come to the tech. They meant side grades. The side cost aren't crippling for armies with more expensive teching, they won't be for army witch pays the least at the moment. You are NOT supposed to have early healing if you go mechanized hq, that is the faction design, you need to make a decision. And just like 15 fuel isn't killing UKF going for bofors or aec, same 15 fuel won't kill OKW. You're overreacting because you're losing freebie you never needed to pay for. Delayed healing is the price you pay for the possibility to put forward trucks.
100% income is also not cool and not close to how faction was designed, if that is your pathetic counter argument. Guess what, OKW is the ONLY army that didn't had to commit additional time and resources to get additional stuff. Side grades are not slowing anything for allies to the point where they are up, they won't for OKW either.
Cheapest tech and free side grades are part of resource penalty OKW, it was meant to help them counter the limited resoures. Resource penalty OKW doesn't exist, just like the reason to keep medics and repair staff free. In: COH2 Balance |
Thread: people use strange logic on panzerschreck.25 Apr 2016, 16:47 PM
I can totally relate to the edit thing ![]() People seriously underestimate vet1 100% move speed while camouflaged on this thing. In: COH2 Balance |
Thread: Updates on BALANCE PREVIEW MOD 25 Apr 2016, 16:46 PM
You might need to update your reading comprehension, because I meant using actual vehicles, not specific tiers, but you get +1 internetz for effort ![]() To be more precise on the matter, people are far too much centered around light vehicles counters. Allies will go for early tank rush against OKW, especially that new T34. Skip light altogether, and go straight for T34 (and don't tell me you have to strangle the ally player economy before it happens, with MG34 available only after one truck is built, OKW will be a sitting duck and will NEVER have the initiative of engagements). Early T34, early Centaur, early double Stuart with free repairs (YAY, more nerfs to the mechanized truck pls). I've checked the new T34, its better, but its not the thing you want to rush asap, for shock value T-70 still exceeds it. Besides, all of that can be countered by puma and a pair of puppchens or puma alone. No more stalling for KT, time to maybe invest in light vehicles beside shock luchs now. In: Lobby |
Thread: people use strange logic on panzerschreck.25 Apr 2016, 15:27 PM
Then look at Ost when they don't use PGs, which is pretty common. Ooorah won't let you catch up to lights anyway. The range of that AT gun might be slightly lower, but remember it can camo and retreat. You can put it more aggressively forward and retreat if needed, which others can't. In: COH2 Balance |
Thread: Updates on BALANCE PREVIEW MOD 25 Apr 2016, 15:24 PM
I'd say OKW relies on shrecks exclusively because of ease of use and accessibility. You don't need to build puppchens, because you have basic inf. You don't need to put down mines for same reason. You don't need to get AT lights or lights at all, because volks hardcounter them with shrecks. This way, if you want to use AT aggressively as OKW, you need to actually get it mechanized and go for puma/JP4 instead of relying on ever present blob of shrecks. OKW will now actually have to anticipate and adapt BO accordingly, like all other armies, instead of relying on basic inf+inf call-in of your choice. Soviets work with this dynamic since forever and its fine, it won't be the end of OKW either. In: Lobby |
Thread: people use strange logic on panzerschreck.25 Apr 2016, 14:58 PM
Rak + faust is a solid enough como. The issue is that its incredibly defensive Which isn't a problem at all. For reference, please look at all that aggressive soviet AT options. In: COH2 Balance |
Thread: Updates on BALANCE PREVIEW MOD 25 Apr 2016, 14:46 PM
I have a question. Since Relic removed PS from V-Grens, OKW no longer has anti tank infantry any more? Exactly. Soviets say hi. In: Lobby |
Thread: The future of COH2 post April / May patch25 Apr 2016, 13:32 PM
People dislike the changes for 3 reasons: I'll +1 that as well. In: Lobby |
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