Obersoldaten and stuff
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Posts: 503
Everyone calling everyone else biased: ✓
Posts by Players who barely play the game: ✓
Arguing about balance with "historical" data: ✓
Ad Hominem (apperently the only latin ppl know these days): ✓
Derailing: ✓
Derailing the "derailed": ✓
Nude pics of chyntia: X
I'm out of here
Posts: 1130
Well my MG gets overrun by them . The gunner dies so fast and while they other guy takes his position they flank it. I can't imagine a Mortar beeing good. M1 is too inaccurate. AT guns are AT guns. Well, this were the main support weapons... next try pls.
in a 1vs1 scenario the lmgs squad (grens rifle para's and obers) always win vs the hmg unless in heavy cover or in a building. i got the feeling you are using the hmg on the front-line where it simply gets shot to pieces.
Posts: 1963 | Subs: 1
Which means LMGs are flawed. An MG on bipod shouldn't be beating an MG that is deployed on a platform unless the HMG was flanked or was in red cover or the LMG user was in better cover. HMGs in CoH were created so they one of the best anti-infantry unit. Currently, it seems LMGs are better than HMGs in 40% of the cases.
in a 1vs1 scenario the lmgs squad (grens rifle para's and obers) always win vs the hmg unless in heavy cover or in a building. i got the feeling you are using the hmg on the front-line where it simply gets shot to pieces.
Posts: 1130
Which means LMGs are flawed. An MG on bipod shouldn't be beating an MG that is deployed on a platform unless the HMG was flanked or was in red cover or the LMG user was in better cover. HMGs in CoH were created so they one of the best anti-infantry unit. Currently, it seems LMGs are better than HMGs in 40% of the cases.
But this is not coh1. a single mg in coh 1 could indeed lockdown an entire cuttof point no matter how much infantry their was. coh 2 mg's are force multipliers and no longer the ultimate anti infantry unit. if you have 2 grens amd a mg you will 2 times the amount of scripts as long as they attack head on. LMG's are not the only dangers mg's face. basically all scripts rifles and grenadiers have options to quickly remove a mg. okw less but they are much brute force with obers.
Posts: 17914 | Subs: 8
As an elitist specialist faction every single unit within the okw must excel at what they are doing to remain balanced especially with a handicap in ammo and fuel. So yes a greater cost effectiveness is needed.
Guess what? Soviets work under the same principle-specialists excelling at given role with minor support of generalists, exactly what OKW is with their specialists supported by volks.
Yet I don't see them roflstomping everything just because you survived long enough and vet/upgrades do all the work for you.
If unit is overpowered, it will get nerfed, nothing to argue here really. Imba needs to go away, that goes for all armies equally, OKW is not exception.
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Permanently BannedPosts: 2396 | Subs: 1
Posts: 1963 | Subs: 1
In CoH2, MGs are force multipliers and no longer the ultimate anti-infantry unit. However, why are the squads with LMGs like the ultimate anti infantry unit? What's the logic behind it? A Light version beating a Heavy version. In terms of firepower, the HMG should be winning. In mobility, LMG should be winning. Just because a squad has an LMG, does not mean it should be shredding every enemy infantry squad it sees.
But this is not coh1. a single mg in coh 1 could indeed lockdown an entire cuttof point no matter how much infantry their was. coh 2 mg's are force multipliers and no longer the ultimate anti infantry unit. if you have 2 grens amd a mg you will 2 times the amount of scripts as long as they attack head on. LMG's are not the only dangers mg's face. basically all scripts rifles and grenadiers have options to quickly remove a mg. okw less but they are much brute force with obers.
You say that now all scripts rifles and grenadiere have options to quickly remove an MG. The option of swarming an MG position with massive amound of infantry seems silly actually. It promotes very poor play and can be said to be discouraging flanking maneuvers. CoH2 was made to be similar yet different to CoH1. Some things need to remain the same like HMG being superior in firepower compared to a 60 munition upgrade for grenadiere.
Posts: 1130
Guess what? Soviets work under the same principle-specialists excelling at given role with minor support of generalists, exactly what OKW is with their specialists supported by volks.
Im going to be blunt: not at all. Things like script spam can still win you the game. try that shit with volks and you will lose. OKW doesn't have a generalist and every unit safe for the KT is a specialist Only the shocktrooper and the su85 can be considered specialised . all soviet units either are generalist or have abilities to allow to perform the role (if not as efficient) of another unit.
Posts: 2819
I'm sensing a Lock or an invis if this continues.
Posts: 1963 | Subs: 1
This thread is derailing like this trainIt'll come in 10 or so posts.
I'm sensing a Lock or an invis if this continues.
Posts: 665
So you think raketenwerfer is extremely good AT? Just lol. Puma, you think it's an extremely good AT? Let me tell you what it's an extremely good AT: PAk40 is an excellent AT. Panther it's an excellent AT on wheels. American AT gun while using the piercing armor amo. Jackson. Su-85. Those are extremely good AT. What is NOT an extremely good AT is an impotent small gun with an aiming time that takes forever and a ridiculous damage and range, called raketenwerfer. What is NOT an extremely good AT it's a squad of 5 men carrying ONE panzerschreck.
The Raketen is not very good, true. Could use a tracking buff.
But really, you think the Puma isn't good? It's an amazing unit. If you use it well, it can handle anything expect doctrinal mediums/heavies. I've destroyed T-34s, Shermans, hell even Jacksons and SU-85s with it.
You also forget they get the best turretless TD in the game, and the better version of the Panther. Compared to US, which has no good AT outside of Jackson with AP rounds, OKW has truly excellent AT indeed.
And Volks are the best AT squad in the game, being cheap and very durable, so you have no room for complaints here. If you ever tried to use Guards against vehicles, you wouldn't complain at all about Volks anti-tank performance.
OKW has amazing AT, and an amazing infantry unit. Ressource penalty or no, the faction can't have its cake and eat it too.
Posts: 74
What is NOT an extremely good AT it's a squad of 5 men carrying ONE panzerschreck.
Pretty sure Ostheer players have been complaining forever about a squad of 4 men carry TWO panzerschrecks. Less is more
Posts: 2396 | Subs: 1
The Raketen is not very good, true. Could use a tracking buff.
But really, you think the Puma isn't good? It's an amazing unit. If you use it well, it can handle anything expect doctrinal mediums/heavies. I've destroyed T-34s, Shermans, hell even Jacksons and SU-85s with it.
No, I didn't say Puma isn't good. I said it isn't an exceptional AT. It is a moderate one.
Compared to US, which has no good AT outside of Jackson with AP rounds, OKW has truly excellent AT indeed.
You forget the USF AT gun which is an excellent AT while using the armor piercing amo.
And Volks are the best AT squad in the game, being cheap and very durable, so you have no room for complaints here. If you ever tried to use Guards against vehicles, you wouldn't complain at all about Volks anti-tank performance.
If you compare them to guards, I agree with you. The PTRS could use a penetration buff. But, nevertheless, volks don't have no "button" ability.... even if this comes with an expensive upgrade.
OKW has amazing AT, and an amazing infantry unit. Ressource penalty or no, the faction can't have its cake and eat it too.
Agree that OKW has amazing infantry, at least they have that. But its AT capabilities are rather moderate untill Panther and jagdpanzer. No, I don't think one "schreked" volks squad repesents an "excellent" AT unit. They are not panzer grenadiers. They don't get double schrecks, not to consider the scatter nerf of bazookas and schrecks.
Posts: 2280 | Subs: 2
Permanently Banned
You forget the USF AT gun which is an excellent AT while using the armor piercing amo.
u obviously have limited experience with the usf AT gun
Posts: 239
You forget the USF AT gun which is an excellent AT while using the armor piercing amo.
Even with AP ammo the USF AT gun only has 161-196 penetration, which puts it still below the 190-210 PaK 40 or 180-200 ZiS and Raketenwerfer.
All the AT-guns get a similar penetration boost at vet 2 for Raketenwerfer (slightly lower at +25%) or vet 3 (+30%), so vet doesn't factor into their relative performance much in the penetration department.
Now with the new patch coming the 57mm will have the fastest reload(not increased though, just PaK nerfed), but it's still shooting 115-140 (or 161-196 with ability) penetration shots at tanks with 300+ armor for the most part (P4s, StuGs, Ostwinds being below that mark of course)and the vet 3 penetration boost will be harder to reach.
Posts: 262
id imagine you lead a sad life, all you do is troll this forum and post the same bs to defend why germans must have overperforming units with the same argument over and over again.
Wow, way to go. Please develop cognitive competence for arguing, then come back on forum. Any ad hominem crap will not help to prove your point.
Posts: 1130
In CoH2, MGs are force multipliers and no longer the ultimate anti-infantry unit. However, why are the squads with LMGs like the ultimate anti infantry unit? What's the logic behind it? A Light version beating a Heavy version. In terms of firepower, the HMG should be winning. In mobility, LMG should be winning. Just because a squad has an LMG, does not mean it should be shredding every enemy infantry squad it sees.
You say that now all scripts rifles and grenadiere have options to quickly remove an MG. The option of swarming an MG position with massive amound of infantry seems silly actually. It promotes very poor play and can be said to be discouraging flanking maneuvers. CoH2 was made to be similar yet different to CoH1. Some things need to remain the same like HMG being superior in firepower compared to a 60 munition upgrade for grenadiere.
Its simply a design decision and i can live with that. Also turning the mg's to coh1 levels would require a massive overhaul of the maxim and 50 cal they become unbeatable.
Posts: 1130
The Raketen is not very good, true. Could use a tracking buff.
OKW has amazing AT, and an amazing infantry unit. Ressource penalty or no, the faction can't have its cake and eat it too.
All of these AT units cost fuel ands thats a very major weakness. fuckups are their fore are not tolerated and the fact is you need to spend fuel For decent offensive AT forces the OKW to have very good AI units to make up for their lack of generalist and AI units.
Posts: 665
No, I didn't say Puma isn't good. I said it isn't an exceptional AT. It is a moderate one.
You forget the USF AT gun which is an excellent AT while using the armor piercing amo.
If you compare them to guards, I agree with you. The PTRS could use a penetration buff. But, nevertheless, volks don't have no "button" ability.... even if this comes with an expensive upgrade.
Agree that OKW has amazing infantry, at least they have that. But its AT capabilities are rather moderate untill Panther and jagdpanzer. No, I don't think one "schreked" volks squad repesents an "excellent" AT unit. They are not panzer grenadiers. They don't get double schrecks, not to consider the scatter nerf of bazookas and schrecks.
The USF At gun? The one that requires a gimp tier to get, only starts competing with other AT guns when it's vet 1 + uses an ability, has fairly low pen even when using AP rounds and gets decrewed in seconds because its 4 men? Yeah sure, that totally makes up for shit AT like the Stuart and Bazooka. USf AT is worse than OKW's, that's just a friggin fact. They have one good non-doctrinal AT unit, the Jackson, which requires an ability to really shine and dies to a sneeze. Compared to shrecks, Puma (which is an amazing unit, not a moderate one by any means), Jagdpanzer and Panther? There's no competition here.
Shreck volks are the best AT squad in the game for cost by a country mile. PGrens cost a bit too much and are pretty fragile, and give up too much AI power. Guards are good for Button, which almost all axis vehicles can counter instantly with smoke. Bazookas are pure shit. Shrecked volks don't give up much AI power since they got a good grenade, are very cheap, and become incredibly tough thanks to their insane veterancy. I'm not saying they need a nerf, just stating facts, OKW cannot complain aout having poor AT at all.
And I'm OK with OKW having the best AT in the game, since they lack medium tanks and their fuel-based options are usually quite costly. Puma, Jagdpanzer, Panther, shrecks- all these units are very good, but not OP. They do their job well, that's it.
The problem is when you add superinfantry like Obers (or Pfusiliers, or JLI, or Falls) to the mix, which does not suffer from the ressource penalty, apart from Pfusiliers G43, and allows you to easily reign supreme in the infantry war unless your opponent uses snipers or a big US blob. Shit, even Sturmpioneers can fare very well lategame if you keep them vetted. OKW vehicles being very good makes sense, given the ressource penalty; OKW infantry being almost strictly superior while not suffering from said penalty is not fine. Obers are just the most dramatic example of that.
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