Ostheer since new patch
Posts: 29
when i lose as soviets, i feel like its because i fucked up or just got outplayed; when i lose as ostheer, feels like game is broken.
hard to say exactly which change(s) is responsible...
Posts: 1042
(flawed logic I know...)
Posts: 482
Posts: 928
Hmm... if the OH was truly crap then no German player's rank would change because of the fact that they would all be losing so they'd all remain in the same place because they'd be dropping all the time...
(flawed logic I know...)
It is flawed
Ppl can also not play Ostheer, maintaining their rank while others fall.
Posts: 1157 | Subs: 2
It focused on using the fuel to munis ability. I usually start with two pios and two ostruppen to utilize the extra starting manpower as efficiently as possible. You want to avoid conflict early and use your pios and ost to act as spotters for your mg and rush t2 asap. Then spam pgrens. Lots of them. they can hold their own against shocks and are great against vehicles.
The scatter nerf to moving vehicles acts as a massive buff to shrecks. I usually sit in T2 with shrecks, paks, and mgs until I need to tech to deal with armor. By this point you should have enough fuel to go straight for a panther. This hard counters soviet industry. The extra munis allows you to utilize tellers and shrecks and your army will be much more versatile than your opponents.
In fact with all the early shocks that show up I'm funding mgs and g43s are an excellent counter. Just jeep range with g43s and clean up with pgrens.
Posts: 419
Holding off infantry requires constant re-positioning and keeping your mgs always in the arc of another. With this and not using as many grens, I have plenty of munitions to spam tellers mines. I always keep 2 pios so no matter what I have one free to place mines. This doesn't really give you hard offensive power but you can do a slow defensive creep and fall back through mine fields and pak coverage if needed. I also like to throw some bunkers in the mix as a fail-safe if I do get overran
Then when I get close to tiger ace, I make sure i have 4 pios and vet 2 of them, which makes them repair rapidly. I send in tiger Ace and wreck shop, retreat and repair when badly damaged. It feels cheap as hell but since I cant fight off the hordes of elite infantry without the cheese, oh well.
When dealing with snipers..support weapons, I use one mg as bait. I'll run into the line of fire then put another mg on the flank and use inc rounds. Snipers trying to fire get killed , maxims get pinned by 2 mg and retreats or dies. Same thing with mortars and at guns. Inc rounds work really well, even vs garrisoned units. 2 mgs firing inc rounds at a 1 garrisoned unit will kill that unit quick.
Inc rounds are the best ability OH has in the entire game. Constant barrages of inc rounds eat shock troopers alive and if they get bold and try to rush a pack of mgs ,they get slaughtered, even on retreat.
The one issue is arty spammers. Since this doc has no arty, all you can really do is grin and bare it till tiger ace. Or you can try p4 raids.
Posts: 1003
Yesterday 80-90% OH in loby 3v3 and 4v4.
Posts: 644
I gloriously lost my first game to said MG/guard opening despite responding with FHT. Guards are worth the trade-off vs AT weapons now, as they can actually deal with Pgrens.
MGs still dominate the battle field too much, mainly because the game moves so fast between the phases that there is no timeframe to actually take out an MG without automatically falling behind.
Posts: 101
In the very first thread of the balance forum I read the two most logical and sophisticated answers regarding the state of the current meta are:
I've had great results using [this] DLC commander.
-- Not a good start.
Posts: 107
but i don't think it is unbalanced, before patch it was 30% searching as soviets on average, now it is 40% on average.
i think you will have to get used to the new meta
although i agree with the problem of shocktroops/guards at 1 cp. it is barely the time ost player will finish t2 building
i never get them so i can't advice how to counter them though
Posts: 1157 | Subs: 2
I've been gone for more than a month now and just decided to visit this forum again to figure out if it might make sense to give COH2 another try.
In the very first thread of the balance forum I read the two most logical and sophisticated answers regarding the state of the current meta are:
I've had great results using [this] DLC commander.
-- Not a good start.
On that note, the response time on the unit commands is much improved. They trimmed down the animation time and it helps with having more control over your units. It feels much more sharp and makes microing much more satisfying. That alone improved the feel of the game a TON, and was by far my favorite change. I feel like the balance changes have been going in the right direction, and despite the game changing nature of some of the commanders, it does add an interesting element to the game.
My biggest beef is that having only 3 commanders limits my opportunity to optimally counter my opponent. I think if more commanders are in line in the future, the number of commanders available to take into game needs to be increased.
Posts: 1026
I have to ask if the Soviets now have some kind of propaganda-war style artillery barrage ability? Because they used it on me in one of those games and I was totally unprepared for it, had never seen it in action before. In general I have noticed that shock troops are extremely prolific, and the 203mm howitzer seems very popular. The heavy strafing run is not something I saw get much use prior (is this new, or is it just newly buffed?) and resulted in extremely bad losses most of the time it has been used.
I went on holiday to Germany in early December, so I feel like there is some The Forever War shit going on right now where every time I take a break and come back to the game the opponents have more abilities that I've never seen before. The developers are having enough problems balancing the game as it is without the steady influx of new commanders messing things up over and over. I would be interested to see broad statistics for factions and find out whether or not the Axis is currently losing more often than winning.
Posts: 688
What I noticed post-patch is, that my success with OH seems more dependant on the strategy I chose.
Contrary to - I think - a lot of other ppl here, I have used the HMG as well before as after the patch. I can see that the strategies involving the HMG have gained power (it's untrue that cons can throw Molotovs when pinned btw.). But the strategies with just one or no MGs seem weaker.
Also, part of the missing power is because the sniper is flawed. It holds fire without having been ordered, essentially wasting your time. It is really annoying not to be able to use the sniper without babysitting it all the time. It is your best bet at inflicting really costly Manpower losses on the soviet player (targeting shocks).
And yes, the lowered cost for ppsh was as well unnecessary wrt. the soviet players ressources as for the balance with OH. It should be reverted IMO.
Overall my success rate hasn't changed. It's the same as before, though tbh it's like 50%. So the effects I see might not apply to top level play.
Posts: 813 | Subs: 1
I have to ask if the Soviets now have some kind of propaganda-war style artillery barrage ability? Because they used it on me in one of those games and I was totally unprepared for it, had never seen it in action before.
Not new, been ingame since release. However, its been very under-used. Not that expenisive ability. Quite nifty, but AoE seems rather samll and can fail.
In general I have noticed that shock troops are extremely prolific, and the 203mm howitzer seems very popular. The heavy strafing run is not something I saw get much use prior (is this new, or is it just newly buffed?) and resulted in extremely bad losses most of the time it has been used.
Nope not buffed (atleast not recently), its just that ppl have realized its powerfull and save up for it.
every time I take a break and come back to the game the opponents have more abilities that I've never seen before.
Nothing new released since nov patch. That said, recent patch changed the CPs and suddenly soviet players changed their meta alot, making it more difficult to decide how to play as ostheer in 2v2s.
Posts: 337
Posts: 881
it's untrue that cons can throw Molotovs when pinned btw.
you can order them to throw a molotov before they get pinned, and they will still throw it despite getting pinned in the meantime. This should get fixed imo.
Posts: 482
you can order them to throw a molotov before they get pinned, and they will still throw it despite getting pinned in the meantime. This should get fixed imo.
+1
and the soviet industry commander also needs to be nerfed. T70s still come out so early and destroy Ostheer Manpower so quickly. Generally speaking , in this patch, soviet can build a lot of units so early, conscrips, Guards, shock troops, T70s, T34s, SU85, katsusha, seems every key unit of soviet army can come out early than ostheer. ostheer's weapons update also are more expensive than soviet...
Posts: 160
+1
and the soviet industry commander also needs to be nerfed. T70s still come out so early and destroy Ostheer Manpower so quickly. Generally speaking , in this patch, soviet can build a lot of units so early, conscrips, Guards, shock troops, T70s, T34s, SU85, katsusha, seems every key unit of soviet army can come out early than ostheer. ostheer's weapons update also are more expensive than soviet...
1. Relic said that they dont want du habe a symetrical gameplay of soviets and ostheer and theres no reason to take shock troops to 2 CP and ill say you why!
The Main reason u have all what u want to counter them in t1. Just stop spamming grens and maybe u try it with mgs and sniper or maybe mortar. Theres always a chance to counter them and 440 MP are mich in early Game. Nerfing them would just stupid cause after german T2 there would ne no chance to deal with Panzer grens and it is The only was to deal with them (without soviet T2) and This is why u should accept it and combine ur units to deal with shock troops.
2. Soviet got already nerfed heavily. Fast t70 is coming to This time when u finished building german T2. If u have problems to deal with it just try next time an other way to kill The tanks. The most of The time its your own fault why you lost against This different tactics. Theres no reason to whine in The forum because some units are harder to kill than other. Its not doodle jump ITS Company of Heroes just accept it!!!!
Posts: 1026
Not new, been ingame since release. However, its been very under-used. Not that expenisive ability. Quite nifty, but AoE seems rather samll and can fail.
Nope not buffed (atleast not recently), its just that ppl have realized its powerfull and save up for it.
Nothing new released since nov patch. That said, recent patch changed the CPs and suddenly soviet players changed their meta alot, making it more difficult to decide how to play as ostheer in 2v2s.
-8 streak now
Unbelievable. How is the Wehr meta supposed to change in response? That's not a rhetorical question, I need serious strategy advice. We just got wiped two more times by Shock, 120mm, quick tech to SU-85. 203mm appears usually about the same time I decide to deploy an Elephant to regain armored superiority.
It's so strange that we never seemed to have issues until now, yet you're saying this stuff didn't get buffed except the shocks to 1cp. The early shocks are definitely a problem but I can't explain the other stuff.
Posts: 333
Ostheer meta is so vulnerable its not even funny anymore. A list of things that tend to fuck me up every game:
- Mines (I lose so many full health squads to these)
- Sturmovik (Hi-la-ri-ous!)
- T34-85 SPAM
- Early Maxim + Shock spam
- Precisionstrike (so funny to capture a flag and hear "weeeeeeee <bom>" only to see your squad is gone). Best 40 muni ability EVER!
After I kept having such a hard time winning as germans I decided to switch to Soviets myself. Coming from a 1v1 position of about 270 I easily cruised to position 33 in 2 days. Nuff said really, but it sucks to see the current unbalance between the 2 factions
Livestreams
0 | |||||
215 | |||||
45 | |||||
20 | |||||
2 | |||||
2 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1099614.642-1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
40 posts in the last month
Welcome our newest member, Huhmpal01
Most online: 2043 users on 29 Oct 2023, 01:04 AM