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reasoning for putting a flak gun on the OKW base building?

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26 Feb 2015, 16:08 PM
#81
avatar of dasheepeh

Posts: 2115 | Subs: 1

lol, Public enemy achieved B-)


you seem to enjoy being a super cool troll while a true balance specialist at the same time.

hope you enjoy missing the half of the game!
26 Feb 2015, 16:15 PM
#82
avatar of WingZero

Posts: 1484




Im not trolling..if your getting owned..sorry its your problemo jijijij

Its easy as building 120mm, ZiS or the mighty B4! Stop crying bro, if you dont know to click the icon of the 120mm and click the map, then uninstall plxplx


You should try playing USF and deal with this before a Panther arrive. Not everyone picks Guards mortar for the 120mm every game and not everyone plays Sov. Play more Allies next time and see if you can take it down against a skilled player.
26 Feb 2015, 16:44 PM
#83
avatar of Kronosaur0s

Posts: 1701

Its easy, just get 120mm or B4 and voilá, problem solved
26 Feb 2015, 17:05 PM
#84
avatar of Australian Magic

Posts: 4630 | Subs: 2

Its easy, just get 120mm or B4 and voilá, problem solved


Said it once and I will repeat for You.
It takes almost 3mins of constant barrage for 120mm.
With B4 it can take 2 shots or even 6 shots - if your enemy is not reparing it between shots - if he is, not gonna happen.

Again, don't post anything about dealing with is since you did not deal with it even once.

Or share with us your replays with pro dealing with flak.
26 Feb 2015, 17:09 PM
#85
avatar of Alexzandvar

Posts: 4951 | Subs: 1



Have you ever posted something without mentioning indirect fire? I should go for doctrinal units to counter building? Really? #ThatDesign!

You assume that ZiS will always hit. With attack ground you have to add scatter which will slow it down very hard.


Indirect fire is what makes Allies fun to play, because it's something Axis doesn't have, and I like blowing stuff up. It also allows you to deal with campers, which are about 90% of players.

And doctrinal units to counter stock units has been Soviets deal since day 1, shouldn't be like that but Relic isn't going to change it, ever.

Said it once and I will repeat for You.
It takes almost 3mins of constant barrage for 120mm.
With B4 it can take 2 shots or even 6 shots - if your enemy is not reparing it between shots - if he is, not gonna happen.

Again, don't post anything about dealing with is since you did not deal with it even once.

Or share with us your replays with pro dealing with flak.


This is why you shoot at it, with multiple things. Do you shoot at Panther with only 1 AT gun/tank? No! Do you shoot at Grens with only 1 infantry unit? No! So why does the Schwer only get the attention of a single unit?

26 Feb 2015, 17:24 PM
#86
avatar of Australian Magic

Posts: 4630 | Subs: 2



Indirect fire is what makes Allies fun to play, because it's something Axis doesn't have, and I like blowing stuff up. It also allows you to deal with campers, which are about 90% of players.

And doctrinal units to counter stock units has been Soviets deal since day 1, shouldn't be like that but Relic isn't going to change it, ever.



This is why you shoot at it, with multiple things. Do you shoot at Panther with only 1 AT gun/tank? No! Do you shoot at Grens with only 1 infantry unit? No! So why does the Schwer only get the attention of a single unit?



Just stop saying about allied indirect fire.

GrW34 best non-doc mortar.
250 halftruck best mobile mortar.
Stuka best barrage.

So now we are saying that flakbase is a unit, not building?
It's ok to counter doctrinal units with other doctrinal units but it's not ok when game forces you to use doctrinal vs stock.
Although SU does not need doctrinal units to counter stock OST units.
Problem is OKW so don't say that it is since day 1 unless you are saying about day 1 since WFA.

So Im going to send 3-4 units to deal with flakbase.
At that time, my cut off and fuel are completly open and free to take by 1-2 units. Rest will go to protect flak.
In the end I will lose both fuels.

This game is about cut offs. Flakbase is breaking this rule and os maps like way to kharvkow in 1v1 is just devastating.
26 Feb 2015, 17:59 PM
#87
avatar of Alexzandvar

Posts: 4951 | Subs: 1



Just stop saying about allied indirect fire.

GrW34 best non-doc mortar.
250 halftruck best mobile mortar.
Stuka best barrage.

So now we are saying that flakbase is a unit, not building?
It's ok to counter doctrinal units with other doctrinal units but it's not ok when game forces you to use doctrinal vs stock.
Although SU does not need doctrinal units to counter stock OST units.
Problem is OKW so don't say that it is since day 1 unless you are saying about day 1 since WFA.

So Im going to send 3-4 units to deal with flakbase.
At that time, my cut off and fuel are completly open and free to take by 1-2 units. Rest will go to protect flak.
In the end I will lose both fuels.

This game is about cut offs. Flakbase is breaking this rule and os maps like way to kharvkow in 1v1 is just devastating.


GrW34 is the best infantry support mortar, but it's fragile and is out played in a 1 on 1 with the Soviet mortar due to precision strike, the 250 is the best mobile mortar because it's 1 of 2 in the game and the other way is garbage (which should be fixed!), the Stuka is OKW's only indirect fire unit, it sucking ass would be a very bad deal for OKW at the units already high cost.

Allies have howitzer's, higher caliber mortars, a ISG that doesn't blow ass. There are more than enough tools in Allies footlocker to deal with the Schwer, the fact that you can't means you either have no idea how to sight for your AT guns/TD's or are just neglecting all indirect fire.

And the game forcing you to counter stock units with doctrinal is how the game bloody works! OKW has very little in the way of doctrine only units that aren't just support infantry, which is why they have good stock units. USF works the same way (except with worse late game, of course). Soviets from day 1 have been about countering an enemies stock units with your better doctrinal units.

Bitching about the fact you have to be intelligent with commander choice in every single thread is getting really really stale, it's bad design, and people said it was on day 1.
26 Feb 2015, 18:49 PM
#88
avatar of AssaultPlazma

Posts: 300



GrW34 is the best infantry support mortar, but it's fragile and is out played in a 1 on 1 with the Soviet mortar due to precision strike, the 250 is the best mobile mortar because it's 1 of 2 in the game and the other way is garbage (which should be fixed!), the Stuka is OKW's only indirect fire unit, it sucking ass would be a very bad deal for OKW at the units already high cost.

Allies have howitzer's, higher caliber mortars, a ISG that doesn't blow ass. There are more than enough tools in Allies footlocker to deal with the Schwer, the fact that you can't means you either have no idea how to sight for your AT guns/TD's or are just neglecting all indirect fire.

And the game forcing you to counter stock units with doctrinal is how the game bloody works! OKW has very little in the way of doctrine only units that aren't just support infantry, which is why they have good stock units. USF works the same way (except with worse late game, of course). Soviets from day 1 have been about countering an enemies stock units with your better doctrinal units.

Bitching about the fact you have to be intelligent with commander choice in every single thread is getting really really stale, it's bad design, and people said it was on day 1.



Source?
26 Feb 2015, 19:45 PM
#89
avatar of WingZero

Posts: 1484



Just stop saying about allied indirect fire.

GrW34 best non-doc mortar.
250 halftruck best mobile mortar.
Stuka best barrage.

So now we are saying that flakbase is a unit, not building?
It's ok to counter doctrinal units with other doctrinal units but it's not ok when game forces you to use doctrinal vs stock.
Although SU does not need doctrinal units to counter stock OST units.
Problem is OKW so don't say that it is since day 1 unless you are saying about day 1 since WFA.

So Im going to send 3-4 units to deal with flakbase.
At that time, my cut off and fuel are completly open and free to take by 1-2 units. Rest will go to protect flak.
In the end I will lose both fuels.

This game is about cut offs. Flakbase is breaking this rule and os maps like way to kharvkow in 1v1 is just devastating.


I don't know why you keep responding to him, he mentions indirect fire and B4 every single post.

I completely agree with you with the point of whole COH2 formula is to encourage tactical play with capture points. Flak truck alone just completely shuts this idea down, in general the whole OKW, and in some cases, USF shuts down original COH2 idea of game play.

The only viable way to deal with this Flak truck is to use SU-85s, Jacksons or mass tanks. AT guns are completely garbage against it because of Obers snipers, not mention any mortar gets countered by JLIs or Stuka.

I just HATE HATE the fact that this truck deals SIGNIFICANT amount of damage to armor, thank you for showing proof of that in your post earlier (as always Axis nubs will ignore evidence). The damage needs to be nerfed vs Armor period. If OKW wants to build Flak aggressively than he/she will pay for it with armor rush. OKW seems to be more of a C&C army than COH2 these days (Hated the whole truck idea since COH1).
26 Feb 2015, 21:42 PM
#90
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
Make it require a 120muni upgrade
26 Feb 2015, 21:57 PM
#91
avatar of ASneakyFox

Posts: 365

they just need to fix the range UI for the flak building. I hate having units standing clearly outside of the range (like 2-3 squads width from the range circle) and it shoots at them anyway.
26 Feb 2015, 21:58 PM
#92
avatar of Alexzandvar

Posts: 4951 | Subs: 1




Source?


What do you mean source? Playing on coh2 release? Soviets have always had to use call ins and intelligent commander choice to compete.

OKW and USF are similar in that commanders fill "holes" in the unit list, they don't just replace units with better ones which how soviet commanders work and Ostheers to an extent.

I don't know why you keep responding to him, he mentions indirect fire and B4 every single post.

I completely agree with you with the point of whole COH2 formula is to encourage tactical play with capture points. Flak truck alone just completely shuts this idea down, in general the whole OKW, and in some cases, USF shuts down original COH2 idea of game play.

The only viable way to deal with this Flak truck is to use SU-85s, Jacksons or mass tanks. AT guns are completely garbage against it because of Obers snipers, not mention any mortar gets countered by JLIs or Stuka.

I just HATE HATE the fact that this truck deals SIGNIFICANT amount of damage to armor, thank you for showing proof of that in your post earlier (as always Axis nubs will ignore evidence). The damage needs to be nerfed vs Armor period. If OKW wants to build Flak aggressively than he/she will pay for it with armor rush. OKW seems to be more of a C&C army than COH2 these days (Hated the whole truck idea since COH1).


The reason I mention it is because people constantly ignore it hope this helps.
26 Feb 2015, 22:12 PM
#93
avatar of AssaultPlazma

Posts: 300



What do you mean source? Playing on coh2 release? Soviets have always had to use call ins and intelligent commander choice to compete.

OKW and USF are similar in that commanders fill "holes" in the unit list, they don't just replace units with better ones which how soviet commanders work and Ostheers to an extent.




The reason I mention it is because people constantly ignore it hope this helps.



That sounds like a issue since Commander Choice and More specifically Call in Units should augment and compliment your play not determine the ultimate viability of a faction as a whole. I was asking for a source as in can you quote Relic themselves saying this was intended?

26 Feb 2015, 22:33 PM
#94
avatar of Alexzandvar

Posts: 4951 | Subs: 1




That sounds like a issue since Commander Choice and More specifically Call in Units should augment and compliment your play not determine the ultimate viability of a faction as a whole. I was asking for a source as in can you quote Relic themselves saying this was intended?



I would need to do a lot of digging, but around release I think Relic admitted that Soviets are much more commander reliant. And yes it is a issue, but Relic isn't ever going to change it baring some miracle.

The whole "augment" you play style is true for USF and OKW tho, both have commanders that help fill holes in the unit list like Indirect fire/utility scouting infantry.
26 Feb 2015, 23:06 PM
#95
avatar of GhostTX

Posts: 315

It could be fine if the flak gun would be purchased as an upgrade to drain a bit of MP and delay the building of a mid-game total secure area.

I could agree with that. At least it's not a free lock-down-the-front-line button and OKW would have to protect it more at the get go, giving allies a chance at more map control as a counter.
27 Feb 2015, 21:16 PM
#96
avatar of shadowwada

Posts: 137

jump backJump back to quoted post25 Feb 2015, 13:03 PMKhan
Why do Obers get the best LMG in the game for free?
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.

Just look at DoW2 & the Tyranids. They jizzed out and gave them the best stuff CUZ ALIENS!!! #WOOT #OMGWTFBBQ
27 Feb 2015, 22:07 PM
#97
avatar of sir muffin

Posts: 531


Just look at DoW2 & the Tyranids. They jizzed out and gave them the best stuff CUZ ALIENS!!! #WOOT #OMGWTFBBQ


you silly DOW2 and DOW2 elite mod refugees realise we have no idea what you guys are talking about

28 Feb 2015, 16:08 PM
#98
avatar of Nathanm465

Posts: 204

Permanently Banned
Just make the trucks cost resources, like the British system in coh1. Reduce the flak HQ anti infantry potency a bit and were good. Range can be negated by smoke from mortars.

If they change the resource penalty to manpower only, the OKW faction can no longer spam everything whilst maintaining armor (with shreck only blobs they will loose since they get wiped by every arty lately xd).

But why they made those trucks free... Well lets just say Relic has very special people in their design and balance sectors xd
nee
28 Feb 2015, 23:02 PM
#99
avatar of nee

Posts: 1216

As OKW player I agree, the flakgun is quite powerful for 37mm. Devastating against infantry sure, suppression? I suppose. Effective agains even Shermans? Come now, that's just OP.
28 Feb 2015, 23:07 PM
#100
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Just make the trucks cost resources, like the British system in coh1. Reduce the flak HQ anti infantry potency a bit and were good. Range can be negated by smoke from mortars.

If they change the resource penalty to manpower only, the OKW faction can no longer spam everything whilst maintaining armor (with shreck only blobs they will loose since they get wiped by every arty lately xd).

But why they made those trucks free... Well lets just say Relic has very special people in their design and balance sectors xd


Only the first OKW truck is free.
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