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russian armor

"Great" balance state of the game. OKW/USF

by Walther 12th September 2014, 16:23 PM
Kholodny Ferma (4)
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  • [00:00:08] Walther: gl/hf
  • [00:00:12] StephennJF: heyyaa
  • [00:00:13] StephennJF: glfhfhfhfhfhfhf
  • [00:17:12] Walther: noooo
  • [00:17:14] Walther: my vet4!
  • [00:29:30] StephennJF: gg
  • [00:29:33] Walther: axis are
  • [00:29:37] StephennJF: kubel to east
  • [00:29:37] Walther: baitshit
  • [00:29:38] Walther: op
  • [00:29:42] Walther: kubel and panther
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Patch: 3.0.0.15318
Duration: 00:29:45
12 Sep 2014, 16:23 PM
#1
avatar of Walther
Donator 11

Posts: 94

okwokw vs usfusf... actually i have no words for the current state of the gameplay between these two factions.

Kubel is most op unit in the early game vs the usfusf, in first 5 minutes you have 3 units. Rifles, rear echelon and ambu. Pick one to counter Kubel. Oh wait... I heard that one of the balance designers stated that you can hardcounter Kubel with... bunker. Ok, thats reasonable.

Its impossible to take it out till the fast m20, which is hard to get when you are constantly base pinned. For everyone saying kubel dont scale well late game... uhm... well, thats entirely not true. Just make a use of its maphack skill.

SWS Scout Car and Pushing Tool is not helping at all in this case. Hell if you wish to went full retard you can even take out entire buildings with it.

So seems that on this patch OKW handles both early and late game advantages, seems legit. Volks are definetly base core infantry in the game, scale like crazy and have best at in the game which can infantry possess.

1vs1 suffer from this patch hard, but whats happening in team games, this is beyond me, axis is not easy mode anymore, its win buton.

PS Panther armor... Plain bullshit.

13 Sep 2014, 10:45 AM
#3
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

I actually kind of like the early game balance now. It's very even between the two factions. Unfortunately for USF it only gets harder from that point on.
13 Sep 2014, 10:58 AM
#4
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

@Romeo: on some maps the kubel excels far greater than needed, really making the US early game a pain in the ass.
13 Sep 2014, 16:45 PM
#5
avatar of VindicareX
Patrion 14

Posts: 312

I tend to agree though that USF struggle a lot against OKW. The lack of a hard counter for the kuebel for the first 6 minutes of the game makes it real hard for the USF player. And due to OKW's campy nature, breaking the lines without heavy tanks as USF can be even more difficult.

Is balance that bad? No. We all need to play more before we judge.
13 Sep 2014, 21:15 PM
#6
avatar of xsmiercx

Posts: 31

OKW was op balance patch is nerf patch for allies. Look on Kubelwagen all was write to relic and relic do ninja patch .... It's not good for good game CoH2.
13 Sep 2014, 23:09 PM
#7
avatar of DanielD

Posts: 783 | Subs: 3

Smoke nades hard counter the kubel.
14 Sep 2014, 07:27 AM
#8
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post13 Sep 2014, 23:09 PMDanielD
Smoke nades hard counter the kubel.


You barely have any territory, you run out of munitions for them after 4 or 5 throws and a smart player will, you know, just reverse with the kubel if he gets smoked. Meanwhile you've thrown away your chance of getting an M20 out so opponent will just reinforce the pin.
14 Sep 2014, 12:14 PM
#9
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

Cruzz is right, a kubel in a good player hands is a deadly weapon and can decide the game quite quickly.
14 Sep 2014, 13:17 PM
#10
avatar of VonIvan

Posts: 2487 | Subs: 21

jump backJump back to quoted post14 Sep 2014, 07:27 AMCruzz


You barely have any territory, you run out of munitions for them after 4 or 5 throws and a smart player will, you know, just reverse with the kubel if he gets smoked. Meanwhile you've thrown away your chance of getting an M20 out so opponent will just reinforce the pin.

+1 It really comes down to if you're able to flank the Kubel and keep it off your side of the map. You have no real options until the Lt. comes out. It's the only way atm.
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adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
Yesterday, 13:39 PM
Willy Pete: Shouldn't coh3 heavies actually have insane front armor values? The glory days of 400+ Kt armor wouldn't be as bad when side armor is a thing. Not to say its a good idea lol
Last Friday, 23:14 PM
aerafield: But then again, maybe CoH3 superheavies should actually have insane armor values because the whole game is designed for the clumsy & inept anyway :snfPeter:
Last Friday, 23:04 PM
aerafield: It's like you have to coordinate an entire orchestra of abilities and the correct units, meanwhile your opponent just clicks his 1 superheavy tank occasionally...
Last Friday, 23:01 PM
aerafield: the giga frontal armor also made these units too oppressive in average or low ELO games
Last Friday, 22:59 PM
aerafield: Massive HP pool but reasonable amount of armor is way healthier design
Last Friday, 22:57 PM
aerafield: Say what you want, but the titanium frontal armor design of coh2 superheavies was bullshit. Too many bad players not getting punished for their bad micro because penetration RNG carries them
Last Friday, 22:57 PM
Willy Pete: Also the attack ground with the pak40 looked perfect, that Pershing should be dead
Last Friday, 19:18 PM
Willy Pete: Ahh just saw the other one that died. Some bad rng I think but there was an AT gun at med range for a chunk of that fight
Last Friday, 19:14 PM
Willy Pete: Which KT? I saw one got almost deleted but it also showed its side to a hellcat AND the m5. I think the player even admitted he got lucky
Last Friday, 19:10 PM
Lady Xenarra: I understand that the devs want to sell the Allied part of the DLC, but the KT got swiss cheesed like a COH2 bunker on treads :S
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SupremeStefan: They should make dlc separataly for axis and alies
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