I don't want to pretend like I've read all of the discussion here, but after playing a few games (4s, with a buddy or with a whole arranged team), I can say that fallschirmjägers, in their current state, are bit too overpowered.
I'm not sure how to change them, but they're just too strong in infantry vs. infantry combat.
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Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: Today, 01:44 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence: Canada
Nationality: United States
Timezone: America/Toronto
Game Name: GBPirate
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: Today, 01:44 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence: Canada
Nationality: United States
Timezone: America/Toronto
Game Name: GBPirate
Post History of Gbpirate
Thread: Fallschirmjäger is very OP!17 Sep 2019, 02:17 AM
In: COH2 Balance |
Thread: Sniper Poll: American and OKW Doctrinal Snipers9 Sep 2019, 03:40 AM
Unfortunately, no new commander will be added to this game anymore What's your basis for saying this? I thought this 18-24 months ago but after DoW3's flop it seems that Relic is reinvesting into coh2. Hence the balance patches & preview mods as well as the new or revamped commanders that we've got over the past two years. on topic: I think snipers are fun but i understand why people don't like them. Adding snipers to the other two factions would reduce asymmetry which is an important aspect of the game that keeps it fun and interesting. In: COH2 Gameplay |
Thread: Caches in 3v3 & 4v46 Sep 2019, 22:34 PM
Well, you are messing with teching, but the idea is that the increased number of points on the map would minimize or even negate the lower income of points or caches. I don't think the maps are big enough or with enough strategic points for a change to resource income like I've suggested to work but it's certainly something to be considered in CoH 3. I don't think VPs are an issue; there can still be three of them to fight over (five feels like a lot in Lorch Assault but the map is limited in effective size due to the castle). You just have more units fighting over the same quantity of VPs when comparing 1s and 4s but how exactly is this an issue? It might be worthwhile for Relic to explore limiting population cap at higher player counts (and potentially increasing player count), creating a more team-based strategy game. It might be something similar to the Total War experiment with the 10v10 matches where each player gets three units to command. In: COH2 Balance |
Thread: Caches in 3v3 & 4v46 Sep 2019, 16:49 PM
While caches are certainly an issue in 3s and 4s, they are more of a symptom of the way that the game's economy is structured as others have pointed out. It would probably be better if the income of territory points and/or caches was scaled down depending on the number of points present and/or player count. Caches could be fiddled with too, perhaps with increased build time or gradually increasing in income the longer they are in place (the same could be done with points too, making de-capping even more punishing). But basically the resource mechanics are stretched to the limit in 4s and customizing unit costs based on map size or player count would increase the learning curve, I think, forcing players to memorize more values. In: COH2 Balance |
Thread: What is StuG TWP supposed to do?2 Sep 2019, 01:47 AM
Well, it's bad if you have veteran squads because the buff for Combined Arms is sometimes worse than the veterancy bonuses that the ability replaces! In: COH2 Balance |
Thread: 1v1 Penal Build Questions1 Sep 2019, 02:50 AM
Thank you, Shadow Link! I appreciate it a lot. I was cognizant of the "penals with PTRS are trash vs infantry" (not sure if that's the exact quote) so I was reluctant to do so but I see your point in having one to deter the deep-diving that can be so punishing. |
Thread: 1v1 Penal Build Questions31 Aug 2019, 10:09 AM
well here it goes My opponent is rank 391 after losing to me in the above match but it was a bit difficult. The match before I lost to someone of a similar rank (thanks to Pfusiliers and aggressive early play that caught me off guard) but earlier today I handily beat a couple people in the upper 100s or lower 200s so If either of you would be down to give this a detailed overview that'd be great and I'd really appreciate it. |
Thread: 1v1 Soviet T1+T2 build31 Aug 2019, 10:05 AM
For this thread In: Replays |
Thread: 1v1 Penal Build Questions31 Aug 2019, 01:59 AM
lomg post more lomg post Thanks guys! I appreciate the suggestions. I find the timing for fuel really pushes me into getting T3 early instead of back teching to T2 but often when i'm losing engagements and MP I just delay to T4 so i can save the manpower :/ Just played a game where i lost to OKW because of a 41-kill Flak half track. I didn't think I needed an AT gun but I did :c Would you all recommend I upload a replay (or several) for additional help? I've done that in the past but they don't all necessarily get looked at! With the M3 as second unit I really like the aggresiveness that it brings! Against Wehrmacht, I find a lot of people are stalling for Pgrens, sometimes with Ostruppen, sometimes with assault grenadiers, sometimes just pios and MGs and the M3 is super punishing. Against OKW, the flak HT game I lost, my opponent went Fusiliers which get a faust right away which seems a bit broken to me >:c |
Thread: 1v1 Penal Build Questions30 Aug 2019, 09:48 AM
Hi .org, I'm looking for some tips on my penal build for 1v1s and I've a few questions I usually go Penal Penal M3 Penal Medics Guards. That's pretty set in stone. Depending on the situation i'll go for a PTRS upgrade or DP28s (after flamethrower) to counter light vehicles. I often end up building a second Guards squad or a 120mm mortar (usually Guard Motor Coordination commander) but I find that I am often suffering from mp bleed and behind so I will go for a T34/85 from T4 and hold on during the mid game with just my infantry. What are some ways I can diversify my build? Here are a few things I've thought of but not necessarily tried: 1) Should I get a sniper instead of the 2nd Guards squad? What if I need or choose a heavy mortar which would delay the acquisition of a sniper? 2) What are some commanders I could use that would complement or help diversify this penal build? 3) Are PPShs useful for use with penals, or kind of redundant? On some maps (like Lost Glider or Arnhem Checkpoint) I feel like having PPSh squads would be beneficial. If this is the case, could I go 2x penal 2x con 1-2x Guards? Or would I be better off going 3-4x penal with 1-2 shocktroops? 4) How is a T1-T2-T4 build? Would I be more effective forgoing the second Guards Squad or 120mm mortar and getting one ZiS, mortar, and Maxim? I feel like it would be good in theory but in practice difficult to micro & popcap intensive, depressing manpower income. I was hoping to see some high level Soviet games from recent tournaments but I found a lot of the matchups (especially the 1v1 Elite Showdown) were Brits vs. OKW. Does anyone have any specific YouTube recommendations? Thanks everyone! |
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