As the title says After playing quite a number of games as all factions.
USAF and OKW needs an unlock delay to give ostheer a bit more of a chance early game.
USAF early game
- rear echelon squad(no unlock)
- rifleman(unlock required)
OKW early game
- volksgrenadiers(no unlock)
- sturmpioneers(unlock required)
- kubelwagen(unlock required)
the unlock delay should take the same time ostheer needs to build a t1 building.
Or........
Carry Grenadier Squad from t1 to t0
USA/OKW needs a unlock delay
2 Apr 2015, 17:48 PM
#1
Posts: 47
2 Apr 2015, 17:54 PM
#2
Posts: 40
As the title says After playing quite a number of games as all factions.
USAF and OKW needs an unlock delay to give ostheer a bit more of a chance early game.
USAF early game
- rear echelon squad(no unlock)
- rifleman(unlock required)
OKW early game
- volksgrenadiers(no unlock)
- sturmpioneers(unlock required)
- kubelwagen(unlock required)
the unlock delay should take the same time ostheer needs to build a t1 building.
Nope.jpeg
2 Apr 2015, 17:57 PM
#3
14
Posts: 10665 | Subs: 9
Moved to COH2 Gamplay
2 Apr 2015, 19:04 PM
#4
8
Posts: 2470
uh, no; OKH needs to have less expensive teching.
2 Apr 2015, 19:08 PM
#5
Posts: 47
uh, no; OKH needs to have less expensive teching.
I am not talking about increasing costs. just saying they need a unlock delay which gives ostheer a better chance of dealing with USAF, but in the process not make OKW more advantageous against USAF
2 Apr 2015, 19:42 PM
#6
8
Posts: 2470
they address the same thing. your proposed changes stagnates a very boring part of the early game and puts USF and OKW on a HUGE disadvantage (RETs are complete shit and volks by themselves will not counter maxims) for a certain (how long?) period of time. given that everyone other than OKH is ok right now and that OKH has counters to USF's options available, but not until later than the USF options appear, the easiest (and least boring) solution is to make OKH tech faster.
2 Apr 2015, 20:13 PM
#7
Posts: 1216
I agree with Nuke: it seems the problem is more the Ostheer not teching fast enough, rather than other factions teching too soon. But I think it's OK, the have bunkers and both pioniers and (assault) Grenadiers can build them too.
2 Apr 2015, 20:52 PM
#8
1
Posts: 1276
Lol dont cons come out at tier 0
2 Apr 2015, 22:19 PM
#9
Posts: 365
you do realize that the "problem" is the other way around right? Soviets, US, and OKW get their base infantry at T0. Ostheer requires immediate teching up to get its base infantry. The reason ostheer must tech is a balancing factor for the fact that they get MGs, Mortars, and Snipers in T1.. Thus theres no balancing issue at all...
3 Apr 2015, 02:20 AM
#10
8
Posts: 2470
there is but it happens ~3 minutes later with the next set of tiers (or lack thereof)
3 Apr 2015, 08:11 AM
#11
Posts: 47
The biggest issue is that Ostheer in a 1 v 1 USAF have a 1 squad base infranty delay which really causes every 1 v 1 against usaf to be nerve wrecking. while playing as USAF you really have the upper hand in numbers.
3 Apr 2015, 08:17 AM
#12
Posts: 3103 | Subs: 1
The biggest issue is that Ostheer in a 1 v 1 USAF have a 1 squad base infranty delay which really causes every 1 v 1 against usaf to be nerve wrecking. while playing as USAF you really have the upper hand in numbers.
This wouldn't be quite as bad if Wehrmacht buildings and battle phases didn't suck up your manpower so not only is your first rifle infantry unit delayed, you just can't hope to build as many of units as your opponent for a fair while.
Unfortunately, they do. And the USF Lieutenant compounds the issue with providing them an additional good combat unit if they build their tier 1.
A faster-building T1 Wehrmacht would help with it too, but I'd think the manpower costs of the buildings and tiers are a much more insurmountable issue - it is far more reasonable to deal with arriving to the field seconds later than being outnumbered.
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