reasoning for putting a flak gun on the OKW base building?
Posts: 531
if the faction's basis is to hold the line until you have stronger troops, shouldn't it be the hard part of the faction? instead of just plopping one of these down to secure half the map....
why is it's range half a 1v1 map? why does it instakill infantry models and wreck light and medium tanks with ease?
would removing it hinder OKW completely?
do you believe it is too powerful?
let's have a discussion
Posts: 2181
Posts: 531
it looks cool
pershings are cool, but i don't get one of those
Posts: 2280 | Subs: 2
Permanently Banned
pershings are cool, but i don't get one of those
+1000
Posts: 621
Posts: 1605 | Subs: 1
It is there to make Oberkommando players risk it by putting it in the field but I would rather have it be an effective anti air gun (thing cant shoot for shit when it comes to planes) and have its dps against infantry and vehicles reduced while still keeping its suppression so units cant just plan a demo charge next to it and blow it up in 2 go's
I'd like to have IS-3 or Pershing so they would make me risk them by putting them in the field.
Posts: 621
I see no strict reasoning here, except maybe... asymmetric balanceDont be a smartass, but to be honest I also would like a heavy tank for USF
I'd like to have IS-3 or Pershing so they would make me risk them by putting them in the field.
Posts: 4928
Reasoning for putting a flak gun on the OKW base building?
Originally OKW needed to chain their sectors to the HQ sector with their trucks, so the Flak Truck was never supposed to be far from home. It was just early-game leverage for the crippled OKW. And by crippled, I mean they only got 33% income from unchained sectors at the time, although they could get 200% on chained sectors.
(No NDA broken, information taken from Duffy's OKW stream Western Front Armies Preview Shoutcast)
Posts: 531
Originally OKW needed to chain their sectors to the HQ sector with their trucks, so the Flak Truck was never supposed to be far from home. It was just early-game leverage for the crippled OKW. And by crippled, I mean they only got 33% income from unchained sectors at the time, although they could get 200% on chained sectors.
(No NDA broken, information taken from Duffy's OKW stream Western Front Armies Preview Shoutcast)
so basically it's broken as fuck
right, well we already knew that..
thanks for the confirmation tho!
Posts: 1701
Posts: 1163
Also people lean on MG34s a Lot. Without them its a struggle to maintain any map presence against spams early on.
Posts: 612
It has to high of a pen value for certain, if it is any more unfair that is hard to judge. I personally think it has too long of range. With its vast area denial in a one vs one you can have it still hiding in the "back" of the map covered by terrain and still it is covering something important.
an example of this is on Road to Kharkov. At either spawn your flack track can be put back close to home either by the cut off or by the fuel and that area is no longer harrassable until you remove it.
Moving around the map and de capping your opponent is a key part of this game that OKW can really clamp giving them a vast advantage. I think it is due to the schwere hq's range and penetration.
Posts: 1003
If you dont like arty, just smoke flak with mortar (sherman, rifle) and use attack ground or use satchel.
Posts: 4630 | Subs: 2
It can deal alone with Sherman or T34/76.
It denies cut offs.
On some maps it force you to fight for your cut off/fuel point rather than fight for it and decap enemie's. Its most broken on Way to Kharkov. If OKW gets north spawn, it can put it near ammo/cut off and send forces to retake south cut off. While defending it, you want to be smart and send one or two squads to retake his and then Ooops! Retreat!
It is risky yes, but most of them time its not risky, its damn game breaking. CoH2 is about capping in 1v1 but how can you cap if this pudding is locking dawn area?
AT Gun? Sherman? It takes ages to kill it with them. You think OKW player will leave you alone? not a chance.
Satchel? So Im force to get T1 to destroy bulding. It's ok when tier unit is forcing me to do something to counter it but building?
120? Yes, its good but doctrinal. Why should I take doctrine to COUNTER BUILDING?!
In 4v4 it's not a big problem but in 1v1 it can be damn painful.
It shoud not get any combat abilities (maybe little AA) because capping and decapping is a key in CoH2. This truck breaks this rule.
Posts: 1094 | Subs: 20
it looks cool
this is probably the reason for most design decisisions in this game sadly rather than balance
Posts: 1701
It can deal alone with Sherman or T34/76.
This one is epic hehe, exaggerate moar MAOR!!
Posts: 531
Posts: 75
Otherwise it would be too easy to hatefuck the OKW player in the first 10 minutes.
It's OP and broken in multiplayer games though.
Posts: 551
Placing that truck too frontally should be risky and punishable
Posts: 578
Why does the Puma have an instant get-out-of-jail-free card at 0 Vet?
Why does the cheapest mainline infantry that also scales the best with Vet also have Schrecks?
Etc..
These design decisions were taken by Relic's design team at a time when they were probably under the influence of some nasty stuff.
Livestreams
34 | |||||
53 | |||||
47 | |||||
32 | |||||
4 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.943411.696-1
- 4.715.934+12
- 5.35659.858+2
- 6.599234.719+7
- 7.278108.720+29
- 8.307114.729+3
- 9.269143.653+2
- 10.10629.785+7
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
13 posts in the last week
32 posts in the last month
Welcome our newest member, olybetclub
Most online: 2043 users on 29 Oct 2023, 01:04 AM