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russian armor

July Patch

22 Jul 2015, 06:59 AM
#2
avatar of Fanatic
Patrion 14

Posts: 480 | Subs: 1

Good post, nice reading.

The ML20 is gonna be very strong vs base buildings in 1v1 now. If you pick the wrong doctrine your base will be annihilated within 3-4 minutes given to short cooldown and the amount of shell per salvo (20 seconds after the last shell exploded you can fire again).

Can you involve some of the top players next time? I´d like to hear their opinion about the patch notes.
22 Jul 2015, 07:37 AM
#3
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

Interesting read and nicely produced.

@ Fanatic: all Staff are invited to contribute to this kind of Newspost when it is being created: some do, some don't. All top players not in Staff are also welcome to post their comments here too, together with anybody else who has an observation to make about the patch .
22 Jul 2015, 07:39 AM
#4
avatar of HelpingHans
Strategist Badge
Donator 11

Posts: 1838 | Subs: 17

Here are some extra thoughts on the new patch changes.

22 Jul 2015, 08:03 AM
#5
avatar of Gramses

Posts: 37

I like a lot of what's in this patch. The early MG42s are really strong against rifles and con spam, it kind of takes away a lot of USF's sheer dominance over ostheer early on. This is especially true in 2v2 where you generally have less ground to capture than in 1v1, and can more easily afford to keep your units together early.

Does OKW's PzIV get the armor bonuses of the sideskirts right away, as if it were a vet 2 ostheer PzIV? It does cost 10 more fuel (135), on top of being tied to a faction with reduced fuel income.

The sturmtiger is actually useful now. The AOE on it is really impressive with the changes, and the extra range and penetration are a big deal. Its a wiping machine. Just don't try to drive it up to an AT gun wall, the aiming still takes some time...
22 Jul 2015, 08:05 AM
#6
avatar of Cyanara

Posts: 769 | Subs: 1

I think the main reason Sturmtiger got put into Elite Armour rather than King Tiger is to stop the majority of players always choosing that doctrine (particularly at lower skill levels). That said, OKW definitely has armour for all occasions now.
22 Jul 2015, 09:48 AM
#7
avatar of Frost

Posts: 1024 | Subs: 1

OKH meanwhile see teching made cheaper but buildings more expensive, now getting all [...]


Okey, but remember OKH is Oberkomando der Heer. It is wehtmacht and waffen ss. So, you couldn't change name of ostheers on OKH :P
22 Jul 2015, 10:23 AM
#8
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

The early dance between USF rifles vs. Wehr MG cones is the CLASSIC tactical strength of this franchise. I'm so happy to hear that it is starting to matter again.
22 Jul 2015, 10:47 AM
#9
avatar of MaGNo

Posts: 11

Some kind soul patch analysis translate into Spanish? It looks pretty interesting but google translator is very pathetic.
Seb
22 Jul 2015, 11:30 AM
#10
avatar of Seb
Admin Black Badge

Posts: 3709 | Subs: 2

The early dance between USF rifles vs. Wehr MG cones is the CLASSIC tactical strength of this franchise. I'm so happy to hear that it is starting to matter again.

But infantry still can't fire towards their back while moving right?

Here's my take on this, please anyone better than me at the game correct me if I'm wrong so I can learn.


This still removes half of what made infantry micro great. You can't reposition during a fight against someone coming forward or you lose in DPS and lose the fight by default. It's either you face the enemy, or you retreat.

It makes waiting in a safe place too important, and slows down the pace of the fights.

In a duel it also gives free reign to the superior unit (usually "close ranged") looking for the fight, instead of giving room to the weaker unit to reposition correctly if the player is good/smart enough to kite. It's either the weaker unit is already in a better position, or it's fucked.

"Slow retreat" or however we called it and the ability to back off from a fight and do something else, like capping which was hard back then, or just rejoining other units for a better fight was a massive if not the biggest difference between good and top players in the early game.

As I said now it's more about being in the right position in the first place? I guess it's a skill too but still forces more defensive style by nature, especially with true sight.
22 Jul 2015, 11:32 AM
#11
avatar of NoLuckyStrike

Posts: 123

Well, good changes. BUT I still dont see a solution for US Riffelspam. I just tried it last patch to built 5 Rax with 2 Bazookas Captian and Leutnant and it works pretty well, because Ostheer cant kill them okay maybe now they can supress them but uve smoke nates.

Another thing change demos like in CoH1 only can planted on houses not on the road. (i know commandos could planted them everywhere but that wasnt pretty balance...)


Increasing Artyshells of lFH and m152 wont help. Just ends in Basebombing. Just think about that m152 firing on Wehr HQ. So u cant retread for like 1min? im not sure about that. m152 was always good but 203 is just better. I think 1 direct hit on a Ferdi or panther and the tank is verylow HP.


The lFH needs more damage and more splash not more shells. You cant even kill a mortar with that gun, or a Katchua ( Direkthit 90%dmg.) Only the First and 2nd shell matters, because enemy will have retreaded or moved
his Tank or what ever.


another thing i rly miss. Gunrange and Sightrange on Tanks are the same u dont ve to scout(talkin about combat tanks). Same story on the sniper.
22 Jul 2015, 11:53 AM
#12
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
How guy who play 80-90 % games with Axis, can explaine patch :S
22 Jul 2015, 12:50 PM
#13
avatar of van Voort
Honorary Member Badge

Posts: 3552 | Subs: 2

How guy who play 80-90 % games with Axis, can explaine patch :S


To whom are you referring?
22 Jul 2015, 12:51 PM
#14
avatar of Smirnoff
Patrion 14

Posts: 111

How guy who play 80-90 % games with Axis, can explaine patch :S


Why not ? My games are also axis favoured but that doesn't mean that i want a unfair and unbalanced game.
22 Jul 2015, 14:44 PM
#15
avatar of voltardark

Posts: 976

Great post !
Thanks for the in-depth analysis !
22 Jul 2015, 17:32 PM
#16
avatar of IpKaiFung
Benefactor 115

Posts: 1708 | Subs: 2

jump backJump back to quoted post22 Jul 2015, 11:30 AMSeb

But infantry still can't fire towards their back while moving right?


Infantry cant fire backwards in coh1 either, the firing arcs were about 180 degrees in coh1. When CoH2 first came out they were at about 90 degrees but that was adjusted to 180 around December 2013.
22 Jul 2015, 18:31 PM
#17
avatar of Jaedrik

Posts: 446 | Subs: 2

Glorious patch
Strengthen defense and increase positional play
Reminds me of Brood War Terran Mech kinda :D
I'm afraid to side with vV on this, but I kinda want artillery that can't get 1shot unless by like railway artillery or something retardedly expensive.
HOWEVER, I would like it if artillery was MOBILE LIKE SIEGE TANKS

IMAGINE IF ARTILLERY COULD BE TOWED SLOWLY BY TANKS OR TRUCKS
OH MY GOODNESS IT WOULD BE GRORIOUS AND OPEN SO MUCH COOL POSITIONAL PLAY UP POSSIBLY
Seb
22 Jul 2015, 19:30 PM
#18
avatar of Seb
Admin Black Badge

Posts: 3709 | Subs: 2



Infantry cant fire backwards in coh1 either, the firing arcs were about 180 degrees in coh1. When CoH2 first came out they were at about 90 degrees but that was adjusted to 180 around December 2013.

Mmm interesting, thank you. So I guess there was indeed a difference, but no matter what now for optimal effect it's better to move diagonally if possible.
22 Jul 2015, 20:38 PM
#19
avatar of mrako

Posts: 107

very nice post!
22 Jul 2015, 21:44 PM
#20
avatar of Stafkeh
Patrion 14

Posts: 1006

Good post indeed.

I used LeFH and ML20 in several games today. Man, they are good now. It can punish blobs when they retreat to their base.

ME LIKEY LIKE!!
23 Jul 2015, 02:14 AM
#21
avatar of 12ocky

Posts: 508 | Subs: 1

Making Ostheer better at early game doesn't make that Ostheer better at all stages?
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