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Register Time: 20 Jan 2014, 06:00 AM
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Hey Neffarion, CELO isn't functioning for me. Whenever I try to start the program, various errors prevent it from opening.
I'll fill you in on the various errors tomorrow, but there's at least three different ones. This all happened after I got a message to update CELO yesterday (presumably because of the UKF addition).
I'm not sure if you're aware of this issue or have encountered a similar problem.
The main issue I had with the panzerwerfer was that it came too late. People have made points that T4 is only bought for panther 90-95% of the time; that is true.
Let's say that in a 1v1, an Ostheer player is on the backfoot to the Soviet player. Ostheer only has a fuel pt. muni, vp, and a few other strategic points. He's down on the fuel.
He's got a couple of MGs, 3-4 grens, a mortar, and two PaK guns because the Ostheer player is worried about an IS-2 coming in.
All of a sudden, a katyusha barrage comes raining in and the Ostheer player's strategy is, more or less, fucked.
If The situation were reversed, say, the Soviet player is on his/her backfoot, there is no fast panzerwefer that the Ostheer player has access to. Sure, there's a mortar, maybe an Lefh, but that was shit.
This new patch changes that dynamic, though. I'm not sure how the Panzerwerfer fits in relative to the soviets.
The Americans are just fucked for late game indirect fire. There's no denying that, really.
The audio cue for t3 unlocking does mention rocket artillery; that's been there since the beta for CoH2 back in 2013 when they moved the panzerwerfer to T4.
Some bulletins would be unlocked by achievements (how it was prior to WFA) and some would be drop-only.
With commanders, they could make it so when the player is awarded a commander, they get to choose which commander. They could have the drops split so the player would get an uncommon commander drop, a rare commander drop, then a premium commander drop.
The probabilities would of course be split so premium would be least likely, but at least the player has some resemblance of a choice.
Hell, they could even just split it up between axis and allied commanders.
If most people think that Stuka CAS is so OP... why has Relic not done anything about it?
I think if it attacked ONLY in the zone and the zone was made smaller it would not be so difficult to judge which units are in danger, thus making it easier to survive.
As for the units outside of the zone being attacked, I think if any unit starts inside the zone when the ability is activated, it is fair game for the Stuka.
The only defense against it, in terms of vehicles, is hiding behind shot blockers. With enough HP most vehicles can survive. Hell, in the second replay, the SU-76 survives at least one run out in the open. The stuka missed some of it's shots.
After trying out this meta using the Blitzkrieg Commander, Panthers, and command P4s earlier this year, I have decided that Lightning War is simply the best commander for Ostheer in 1v1.
It is entirely due to the fact that Stuka CAS is amazing.
If you don't know what it is, listen up:
Stuka Close Air Support is a timed ability that costs 200 munitions. It calls in artillery smoke but is a loitering Stuka that attacks any enemy units in the zone (or coming out of the zone) in three passes.
It also does a few reconnaissance passes, making it vulnerable to AA fire.
It works best against Soviets not using ISU-152 or the IS-2, as their gunner is deadly against the Stuka, sometimes killing it before one pass. As a result, it can be 200 munitions well spent or two hundred munitions into the meatgrinder.
Against Americans, it's great. It's only challenge is the M20 or the AAHT but at 12 CPs in the game, neither of those vehicles are usually on the field.
Stuka CAS works great in two ways: To help repel an enemy attack or to assist in an advance. Additionally, it can be used to harass an opponent. If I have enough muni income, I'll often use it just before I believe an enemy attack is about to commence.
I have two examples of Stuka CAS helping me win the game.
The first one was actually a close match.
The second example was simply me using three MGs to basepin my opponent, then Stuka CASing him to death.
Is it OP? It certainly can seem like it.
What do you all think? Is this play style only suitable at my or a more mediocre rank rather than a top 200 level?
I have three of the mine cost reduction bulletins on, moving tellers to a cost of 41.5 muni and S-mines to 49 Muni.
I almost always lay tellers early. 2-3. In order to use Stuka CAS to its fullest, I minimize the use of grenades late game, build 1-2 Munition caches, and make sure my upgraded infantry don't die. If they do, I just don't buy upgrades unless I have a clear advantage and can spare the muni.
Feel free to share your thoughts about the question below i.e, how is it over-performing and how would you like to see it changed?
Edit: just realized I forgot to put in a "working as intended" answer.