I will venture a guess: those things people are saying generally refer to 1v1, and 2v2. The comment on the US mortar however, can generally be attributed to axis fanboys who are vexed at no longer having the best units in the game, in every category  |
- nobody cares about fals bug formation and their tirget size 0.87 while other elite units like Pgrens, jagers and so on have 0.8
The priority of this game - is making USF great again to injoy funboys.
but emyone doesnt care OKW need put in the line with other competive fraction:
- give them smoke
- give them mortar, cause leig is really trash
- give sniper, sounds really sexy okw vs USF sniper
- give flameth by default, cause its urban weapon denied the main mechanic system - covering
- mg with no potential dps
- revamp commanders, cause of low viability
- invisible at gun with low aiming and range - trash
- revamp healing system
Hmm... I think you're on to something, but you're being too moderate about it. Someone needs to spend some time to explore what all the best aspects of all the factions are, Axis and Allied, and then just give all of those to OKW.  |
I can´t recount how many times I have been the victim of a pack of invisible rakettenwerfers hunting my tanks down.
Sorry to go off topic, but this conjures hilarious images of 50s style biker gangs. Leather jacket wearing raketenwerfer crews, with greased back hair, "hey Sherman, looks like you're on the wrong side of town..." |
I admit I haven't played Brits since the last patch, so. Balance patches are for the better of the game but it also changes the playing field constantly.
I guess the game is resonably balanced but I do feel Panther needs something and I wonder what the reasoning is behind Soviet and Wehr not being able to forward base when Brits got it.
"Asymmetrical balance" |
Thread: Halp4 Aug 2016, 16:17 PM
I think this would be hard to counter if youre 1v1...if not, youre team mates should be helping you. I wouldn't advise a "campy" strat against this sort of thing. I usually try to play more aggressively against OKW, since I know that building emplacements almost never works (against any enemy who knows their stuff, really). They'll just mortar/ ISG your emplacements. Better off spending resources on IS, or other units. Try not to let them dig in. If you must, I would advise a mortar pit, but that's it. Yes, land mattress is also effective, but I think by that point, he'll have enough force to just come and kill it; unless you've got some 6 pndrs and MGs waiting... That's just my two cents. |
2 basic things I think could be a positive change:
1. USF mortar should be moved to lieutenant tier. This solves 2 problems:
a. The pak howitzer is irrelevant right now. With this change, your indirect choice comes off tech.
b. The USF mortar is a little too effective early on; usually, rifles are sufficient to deal with 1 or 2 mgs. MGs become more of a problem later one when it can get really hard to break them, and this allows USF to still have access to the mortar to deal with it down the line.
2. The OKW mg needs to not require teching. There's a problem right now with the OKW mg in that it takes way too much time to hit the field. It's greatest value, in combating early game blobs and helping secure some early territory, can't happen because it isn't hitting the field till light vehicles do.
thoughts?
I know this topic is as old as time, and I admit I play 3v3, 4v4, but I feel like T0 MGs just encourage lazy gameplay wherein a player merely has to put an MG in a certain spot, to lock down large swaths of territory, the opposing player then has to work harder to dislodge it, giving the axis player more time to field more/better units. basically minimum effort for maximum pay-off. |
It may not be the point of your post, but ignoring it, or thinking it's ok as long as no one is offended, is wrong thinking.
Anyway, do yourself a favor, and leave stuff like that out. At the very least, it'll keep peoples' attention on the original point you were trying to make. |
No...no, I'm pretty sure what I care about is not throwing around racial slurs on this forum. |
Wow. Probably wanna stay away from the "niggi", or "nigga", or whatever you meant to write there.. |
So here my two cents:
Start with Soviets.
Try getting your starting engineers to build your T2 building right away, as you get your first conscript squad.
That T2 building is your safest bet, as a new player. It gives you MGs, mortars, and ATGs.
You might also consider getting up to 3 conscript squad. This allows you to flank better.
From here, it your choice as to whether you'd like to eventually get to T4, which will provide you with your "best" armor, or backtech to T1 for snipers, then go to T3, which has lesser armor.
Choices like this will be easier once you get more familiar with CoH2; something that might be easier if you just do some comp stomps on easy or standard. Something which will allow you to produce different units and actually play them, without being "rekt'd" by some jackass noob Axis player, who will promptly advise/ remind you of your own noob status.
The take-away point here is that I'm not partial to Axis players.
Also, the other stuff. |