Login

russian armor

Why is Air Superiority "OP" ?

11 Oct 2015, 10:56 AM
#1
avatar of RedT3rror

Posts: 747 | Subs: 2

Countless times I´ve heard people complaining about Air Superiority being "OP". However, I can't figure out why there are so many people joining the chorus which has even led to a massive nerf of that ability in the october Preview. I personally have yet to experience high casualties due to that 325 mun ability... apart from 1 wiped Gren squad and a dozen of destroyed Battlegroup HQ.

I've always made it out in time. The big red circle and the huge amount flares which are coming down are extremely obvious. Identifying the doctrine isn't hard either, thanks to Commandos.

So, I tested. I put a Jagdtiger (no engine uprade) into the middle of Rhine crossing. Then I placed the offmap behind the Jagdtiger and once the red flares had landed on the ground, I ordered him to retreat. He had to retreat trough the whole circle and made it out in time with just a scratch (1 bomb landed near him).

So, what's the problem?
11 Oct 2015, 11:10 AM
#2
avatar of Highfiveeeee

Posts: 1740

The horrible pathing when retreating all units makes is one reason why it sucks to be German when Air Superiority appears. On small roads with multiple tanks, most tanks will start to turn 180° and block each other. It's not a problem caused by air superiority but from pathing but it makes air superiority much stronger than probably intended.

The other thing you mentioned is the complete block of OKW out of base buildings. Every static HQ is wiped after air superiority which is a big kick in the nuts for the OKW player from which he often cannot return. OKW HQs are meant to be placed outside the base. Yes it's risky but it's a fundamental part of their gameplay. This shouldn't be countered by only one ability.
11 Oct 2015, 11:12 AM
#3
avatar of Skinner

Posts: 15

...and a dozen of destroyed Battlegroup HQ.



You answered the question yourself. It destroys the HQ's completely without giving a chance to defend or repair after the attack. Thats fundamentally op
11 Oct 2015, 11:17 AM
#4
avatar of Muxsus

Posts: 170

jump backJump back to quoted post11 Oct 2015, 11:12 AMSkinner

You answered the question yourself. It destroys the HQ's completely without giving a chance to defend or repair after the attack. Thats fundamentally op


Then why not put a damage modifier to prevent okw base deaths without medium tanks and fortifications surviving the bombing with 25-50% hp?
11 Oct 2015, 11:17 AM
#5
avatar of Thunderhun

Posts: 1617

jump backJump back to quoted post11 Oct 2015, 11:12 AMSkinner



You answered the question yourself. It destroys the HQ's completely without giving a chance to defend or repair after the attack. Thats fundamentally op


For 325 muni it SHOULD wipe OKW trucks. If you dont want your HQs getting wiped reduce the damage and cost of the ability.
11 Oct 2015, 11:35 AM
#6
avatar of CptEend
Patrion 14

Posts: 369

Wiping OKW trucks really is all it's useful for. If you can't get your units out of the circle you've been clumped up way too much in the first place. Not that I agree with abilities that can wipe a building in one go, but if it's gonna be nerfed, its cost should also be significantly reduced.

Either way, I really disagree with the coming nerf. It's gonna be even easier to escape the ability, yet it will still wipe OKW buildings.
11 Oct 2015, 11:40 AM
#7
avatar of CadianGuardsman

Posts: 348



For 325 muni it SHOULD wipe OKW trucks. If you dont want your HQs getting wiped reduce the damage and cost of the ability.


As a self admitted Brit fanboy it really shouldn't.

The only time I see this being valid is if it only does this if more than 1 Mech HQ is in the same sector.
11 Oct 2015, 11:41 AM
#8
avatar of RedT3rror

Posts: 747 | Subs: 2

Losing a building that is 60 fuel and 200mp worth isn't that tragic to me, especially if that happens in the late game and the enemy is paying 325 ammo for it. I also never lose my Flak HQ because I place it far behind my lines.

However, if you place all your buildings at the frontline and even close to each other, it's entirely your fault and a L2P issue.

So, a 160 ammo axis offmap can kill an allied 600mp unit. But an allied 325 ammo offmap should not wipe a 60fuel and 200mp building. What kind of logic is that?!
11 Oct 2015, 11:53 AM
#9
avatar of AchtAchter

Posts: 1604 | Subs: 3

One shotting OKW trucks with no chance of counter play is simply against core game mechanics since the game resolves around counter play. As long OKW trucks have nothing like brace they should not be wiped out by a single click ability since those trucks cost fuel and produce units, hence they are crucial for the whole faction that is designed around those trucks.
11 Oct 2015, 11:57 AM
#10
avatar of Skinner

Posts: 15

jump backJump back to quoted post11 Oct 2015, 11:17 AMMuxsus


Then why not put a damage modifier to prevent okw base deaths without medium tanks and fortifications surviving the bombing with 25-50% hp?


Guess this change in patch notes effects air superiority too? since they are both listed under Artillery changes. In that case it does exactly what you said.

Heavy Artillery Shells
We want to reduce the effectiveness of artillery shells against production buildings.
Now do 25% less damage against base structures





For 325 muni it SHOULD wipe OKW trucks. If you dont want your HQs getting wiped reduce the damage and cost of the ability.

No ability, no matter how expensive should wipe a base building on its own, unless combined with other artillery sources. If a team wants to be able to wipe enemy base with artillery, it should be a strategic decision, ie. combining multiple off map abilities in one place (instead of using it of different locations) or calling in an artyllery unit (mp/fuel/popcap cost).

I agree however that muni cost should be reduced when it gets nerfed.


Losing a building that is 60 fuel and 200mp worth isn't that tragic to me, especially if that happens in the late game and the enemy is paying 325 ammo for it. I also never lose my Flak HQ because I place it far behind my lines.

However, if you place all your buildings at the frontline and even close to each other, it's entirely your fault and a L2P issue.

Fun fact: Stationary russian artillery is 600mp and gets wiped by multiple Ostheer commanders for just 160 ammo (aaaand everything soft around it).


Its not just about the resource costs, its about
the field presence, OKW get a huge, often unrecoverable, tactical blow when the trucks get destroyed.

Wrong placement is a valid argument when dealing with regular units, but against this airstrike a truck will get wiped no matter how far it is placed, once scouted, and it will get scouted, especially in the case of a Flak HQ, unless you place it so far away that it never engages enemy units.
11 Oct 2015, 12:02 PM
#11
avatar of Iron Emperor

Posts: 1653

It's pretty annoying. Air Supremacy got like 85% chance of destroying your tech base, and there's another one (sort like railway arty which don't need vision) that destroys your base 100%. It's unfair aind doesn't make the gameplay fun. It's no skill against skills to take down tech structures.
11 Oct 2015, 12:02 PM
#12
avatar of RedT3rror

Posts: 747 | Subs: 2

One shotting howitzers with no chance of counter play is simply against core game mechanics since the game resolves around counter play. As long ML-20s have nothing like brace they should not be wiped out by a single click ability since those things cost a whopping 600mp


You forgot to add this.
11 Oct 2015, 12:03 PM
#13
avatar of ferwiner
Donator 11

Posts: 2885

The horrible pathing when retreating all units makes is one reason why it sucks to be German when Air Superiority appears. On small roads with multiple tanks, most tanks will start to turn 180° and block each other. It's not a problem caused by air superiority but from pathing but it makes air superiority much stronger than probably intended.

The other thing you mentioned is the complete block of OKW out of base buildings. Every static HQ is wiped after air superiority which is a big kick in the nuts for the OKW player from which he often cannot return. OKW HQs are meant to be placed outside the base. Yes it's risky but it's a fundamental part of their gameplay. This shouldn't be countered by only one ability.


You have to remember that mechanised artillery is in the game for just the same purpose from the release of wfa. It is way cheaper with 180 and it does nearly the same, you just need few f.e. pack howie, at gun, tank or whatever shots to end trucks misery. So i would say that if air superiority is used to kill just one truck then its a waste of ammo if other ability can do it just as fine with cheaper cost. Also there is a chance of AS not killing a truck even if it is in the middle of the strike, which is bullshit in my opinion. To conclude, playing as okw i would take AS on my truck every time instead of 3 triple lmg sapper squads on the field.

But maybe it can be toned down to the point when it always leaves a sliver of health to the truck. Then the cost should also be changed to somewhere 200 muni
11 Oct 2015, 12:04 PM
#14
avatar of AngryKitten465

Posts: 473

Permanently Banned
I heard people tell me the bomber planes should be able to be countered by aa OKW emplacements and Schwere Panzer HQ.

There are no planes, the bombs spawn in mid air :foreveralone:

I remember this ability to be an old Axis ability first. It was removed due to people complaining that is was OP and biased towards Axis. Now that it is back, but in Allied hands, it suddenly is justified by an enormous muni cost. People make no sense to me, the ability should not wipe full health OKW trucks, things like this shouldn't even be in the game. The most offending thing is that the ability can be called in upon base sectors as well, annihilating OKW trucks in base sector as well.

I ask of you, how much fun would it be for you if 10 Luftwaffe planes come flying into your Soviet base and destroy your T4 and T3 or either one, needing you to spend another 120-200 something fuel on teching, again. For OKW this means, waiting for another truck to be deployed and placing it again. This is a huge penalty for a fuel starved faction.

Why they decided to return the ability, is beyond me.
11 Oct 2015, 12:09 PM
#15
avatar of steel

Posts: 1963 | Subs: 1

I heard people tell me the bomber planes should be able to be countered by aa OKW emplacements and Schwere Panzer HQ.

There are no planes, the bombs spawn in mid air :foreveralone:

I remember this ability to be an old Axis ability first. It was removed due to people complaining that is was OP and biased towards Axis. Now that it is back, but in Allied hands, it suddenly is justified by an enormous muni cost. People make no sense to me, the ability should not wipe full health OKW trucks, things like this shouldn't even be in the game. The most offending thing is that the ability can be called in upon base sectors as well, annihilating OKW trucks in base sector as well.

I ask of you, how much fun would it be for you if 10 Luftwaffe planes come flying into your Soviet base and destroy your T4 and T3 or either one, needing you to spend another 120-200 something fuel on teching, again. For OKW this means, waiting for another truck to be deployed and placing it again. This is a huge penalty for a fuel starved faction.

Why they decided to return the ability, is beyond me.
This. +1
11 Oct 2015, 12:14 PM
#16
avatar of AchtAchter

Posts: 1604 | Subs: 3



You forgot to add this.



those trucks cost fuel and produce units, hence they are crucial for the whole faction that is designed around those trucks.


Seems like you forgot this line. Are soviets designed around howitzers? Nowhere I ever mentioned that the pak43 for the same sake should be able to sustain off map fire.
11 Oct 2015, 12:15 PM
#17
avatar of dreamerdude
Benefactor 392

Posts: 374

apart from 1 wiped Gren squad and a dozen of destroyed Battlegroup HQ.

So, what's the problem?

Not to entirely sure myself, also it doesn't destroy HQs in one go half the time either, it's mostly a coinflip toss when doing so.

What i think it is, is people being lazy wanting easy wins and don't want their "plans" being fudged with.

11 Oct 2015, 12:16 PM
#18
avatar of RedT3rror

Posts: 747 | Subs: 2



I remember this ability to be an old Axis ability first. It was removed due to people complaining that is was OP and biased towards Axis. Now that it is back, but in Allied hands, it suddenly is justified by an enormous muni cost. People make no sense to me, the ability should not wipe full health OKW trucks, things like this shouldn't even be in the game. The most offending thing is that the ability can be called in upon base sectors as well, annihilating OKW trucks in base sector as well.

I ask of you, how much fun would it be for you if 10 Luftwaffe planes come flying into your Soviet base and destroy your T4 and T3 or either one, needing you to spend another 120-200 something fuel on teching, again. For OKW this means, waiting for another truck to be deployed and placing it again. This is a huge penalty for a fuel starved faction.

Why they decided to return the ability, is beyond me.


That doctrine was never released because it was OP in general. 5 Panzer grenadiers with body armor, 2 flamers + satchels and smoke nades; normal mortars firing incendiary rounds; 160mp converted to 75 ammo, a forward HQ and that strategic bombing.

Bombing in base is partly true. It highly depends on the map. However, you are always able to place the hq in a safe spot.
11 Oct 2015, 12:19 PM
#19
avatar of CptEend
Patrion 14

Posts: 369

The most offending thing is that the ability can be called in upon base sectors as well, annihilating OKW trucks in base sector as well.


That's not true. Go play UKF before starting another rant please.
11 Oct 2015, 12:22 PM
#20
avatar of Shanka

Posts: 323

You can't call it in base, if there is more than one truck that dies in the strike, it's your fault for putting your HQ too close

And i just see axis player claiming it's op shit, ok so can we talk about CAS, that commander being able to shut down arty piece with 2 clicks

Losing your HQ and all the troops is just what we endure has allies with this fella(CAS and other commanders), "oh look i'm gonna pop a 50Kg bomb on your retreat point and everything will die"

I understand that this is not the same ammount of firepower, but for the price if it doesn't kill the truck, it's garbage, if air supremacy get toned down, the price needs to drop too

Air supremacy will be nerfed when CAS will get withdrawn from the game.
1 user is browsing this thread: 1 guest

SHOUT IT OUT!

No ProfanityNumber of ShoutsRefresh Shout Box
KoRneY: @aerafield It's possible that it is underpriced for what it is capable of now, no need to go full retard and take it immediately as a massive problem. It costs 60 more MP than a pz.3 and in 2v2 the barrage can be quite strong.
Last Friday, 19:14 PM
OKSpitfire: I do like that they made the Stuka more expensive instead of nerfing it into the ground though. Found it pretty unsatisfying to use before that buff a while back....
Last Thursday, 16:35 PM
aerafield: USF already is by far the shittiest faction in terms of countering blobbing and turtling, now they supposedly have one overtuned tool locked behind a BG and it's immediately a massive problem?
Last Thursday, 13:33 PM
Lady Xenarra: I think post-2.0 Whizbang buffs, the price is too low esp since the Stuka got nerfed in cost too. Speaking of which, how exactly is one supposed to successfully dive this Sherman in disguise? Med tank spam running into SSFs?
Last Thursday, 12:13 PM
OKSpitfire: A powerful, doctrinal unit that outperforms stock stuff? Colour me shocked! :P
Last Thursday, 10:49 AM
Willy Pete: Cool you wanna lose your stock lategame arty too then?
Last Thursday, 03:20 AM
Lady Xenarra: WTB Whizzbang for DAK instead of Stuka, 5 fuel cheape, 60MP more expensive and next to impossible to dive. :rofl:
Last Wednesday, 20:27 PM
Rosbone: It is also hard to expect Relic to help Coh2 when they cant even make working menus in Coh3 yet, 2 years after release and at full price+ for DLCs. Thats like asking a fish to do calculus.
Last Tuesday, 02:58 AM
Rosbone: But this last patch has made good progress for grabbing players. All we can hope is Coh3 gets to Coh2s quality level before everyone abandons the franchise. Its Relic so they will completely f*%k it up as usual. But its a hope/cope.
Last Tuesday, 02:55 AM
Rosbone: Relic wants Coh2 to fail so players will migrate to Coh3. It is hard to blame them since Coh3 sucks so bad. It needs all the help it can get.
Last Tuesday, 02:53 AM
Soheil: Coh2 is dead , full of map hackers , and lelic knows that but ...
Last Tuesday, 01:26 AM
aerafield: Oh how I missed the weird spam bots, welcome back :banana:
Last Monday, 13:05 PM
situsgbo777: Platform game online terpercaya dengan berbagai pilihan permainan seru dan peluang menang besar. Nikmati pengalaman bermain terbaik hanya di GBO777
Last Monday, 06:48 AM
OKSpitfire: @aerafield that does sound familiar
02 Mar 2025, 09:06 AM
aerafield: @Lady Xenarra :rofl:
02 Mar 2025, 01:45 AM
Lady Xenarra: Ah, the gren faust-replacing-rifles bug/exploit. :ph34r:
01 Mar 2025, 18:24 PM
aerafield: CoH3 high elo is truly the dumbest CoH experience that ever existed
01 Mar 2025, 17:25 PM
aerafield: @OKSpitfire tbh I find it quite challenging to get the Pershing in time, having to suffer through the CoH3 tickrate and this endless bullshit meta of massive blobs going back and forth to the forward heal truck
01 Mar 2025, 17:24 PM
OKSpitfire: Well... going to be seeing the Pershing a lot for a little while, that thing is a monster.
01 Mar 2025, 11:44 AM
NigelBallsworth: axis stuff is getting more meme by the second
28 Feb 2025, 23:32 PM
aerafield: Cloaked instapin MGs at 0cp. I wanna see no more crying about the Dingo while that shit is in the game :snfPeter:
28 Feb 2025, 20:38 PM
Willy Pete: And only on annihilation, and I have to let the AI live long enough...
28 Feb 2025, 02:04 AM
Willy Pete: Pershing is absurd, but ive still only gotten to use it against AI
28 Feb 2025, 02:03 AM
Lady Xenarra: WTB Pershing for Axis, that is all :lolol:
27 Feb 2025, 13:32 PM
donofsandiego: :clap:
27 Feb 2025, 02:34 AM
donofsandiego: Return of the chatGPT writing prompt. Lets see how shinasukac responds to these questions utilizing the Socratic Method. Maybe he will give us an interesting look into his opinions
27 Feb 2025, 02:34 AM
Willy Pete: I havent even seen a pershing yet. Coh3 games still move too fast for it lol
27 Feb 2025, 00:30 AM
shinasukac: kingtiger=kingjoker
26 Feb 2025, 16:27 PM
Lady Xenarra: Has anyone actually used the KT much? My experience is that the match is usually over long before I get the CPs for it
26 Feb 2025, 14:35 PM
Rosbone: Can someone message me the day you can look at Coh3 and not face palm yourself in disbelief that actual humans worked on it? Much appreciated.
26 Feb 2025, 06:40 AM
Rosbone: The only way to feel good about Coh3 is to never look at Coh3. Once you see it, you cant unsee it.
26 Feb 2025, 06:37 AM
Rosbone: Observer mode sucks, player stats pages are scatter brained mess, etc etc etc
26 Feb 2025, 06:35 AM
Rosbone: It is really hard to tell people to buy the DLC with feeling like they are throwing their money down the toilet for a nearly dead game. But Big Tonks!!! Oh well, not my problem.
25 Feb 2025, 18:12 PM
Rosbone: No 4v4 maps, busted menus 2 years after release, still have not fixed janky sounds people have complained about for over 2 years, etc etc.
25 Feb 2025, 18:10 PM
Rosbone: And the skirmish menus are still at a BETA level. Just the largest game play mode completely ignored... again.
25 Feb 2025, 18:09 PM
Willy Pete: Oh wtf. Yeah the crossing remake was in the 2v2 demo. No more 3s and 4s is a bummer tho
25 Feb 2025, 16:42 PM
aerafield: What? No, he means that all the new maps are for 1v1. Though Im pretty sure they will be playable in 2v2 as well
25 Feb 2025, 15:50 PM
Willy Pete: Are the maps really locked behind dlc? Surely they must be in the regular update
25 Feb 2025, 15:22 PM
Rosbone: I would like to join in celebration with the 9% of Coh3 MP players who are getting ALL of the new maps. Woohoo! #3Tards
21 Feb 2025, 19:22 PM
OKSpitfire: I hope that at least one of heavies is a like-for-like reskin of the coh 2 ISU-152. I miss that thing.
21 Feb 2025, 10:23 AM
Rosbone: Buy our cool new large tanks that will never get played on the 4 new 1v1 maps added. Perfect synergy! :facepalm:
20 Feb 2025, 19:23 PM
Rosbone: Everyone ready for some deep penetration :snfPeter:
20 Feb 2025, 17:13 PM
Lady Xenarra: I'm sure the ppl who defended it as balanced for Allies will be screaming like they got scaled with boiling water, in COH3. How the tables turn.
20 Feb 2025, 11:33 AM
Willy Pete: I think it was nuts with any engine damage. Especially on superheavies
20 Feb 2025, 07:03 AM
aerafield: Personally I think without the ram ability, it's worse than loiters for example
20 Feb 2025, 00:09 AM
Willy Pete: It combined well with most slowing abilities, not just ram stuns
19 Feb 2025, 23:36 PM
Willy Pete: Only??? I think not being able to shoot it down and the ramp up effect also had something to do with it
19 Feb 2025, 23:34 PM
Willy Pete: Really
19 Feb 2025, 23:30 PM
aerafield: AT overwatch was broken only because it came with the faction of T34 ramming
19 Feb 2025, 22:29 PM
Willy Pete: Love to see Relic really learning from their past mistakes. Let's bring back the dumbest ability in coh2, and charge money for it
19 Feb 2025, 20:34 PM
Willy Pete: New DAK commander will have AT overwatch as alternate choice to elefant
19 Feb 2025, 20:33 PM
aaa: Funy thing new players dont know that. And are trying to compete vs hacks
19 Feb 2025, 10:33 AM
aaa: Online gaming is trash in general, not just coh. On high level there are all cheats in most games
19 Feb 2025, 10:24 AM
aaa: 2 cheaters in 3 days. MH and DH
19 Feb 2025, 09:57 AM
aerafield: I am a simple man, I build Humvees with Pathfinders and Missile Launchers inside, I am happy
18 Feb 2025, 20:57 PM
Lady Xenarra: aerafield lamevee spammer confirmed :nahnah:
18 Feb 2025, 20:42 PM
aerafield: those who know, know: https://www.reddit.com/r/CompanyOfHeroes/s/fPk4yLIgmK
18 Feb 2025, 15:40 PM
adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
17 Feb 2025, 13:39 PM
Willy Pete: Shouldn't coh3 heavies actually have insane front armor values? The glory days of 400+ Kt armor wouldn't be as bad when side armor is a thing. Not to say its a good idea lol
14 Feb 2025, 23:14 PM

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

1021 users are online: 1021 guests
0 post in the last 24h
15 posts in the last week
62 posts in the last month
Registered members: 52370
Welcome our newest member, 99okkclub
Most online: 2043 users on 29 Oct 2023, 01:04 AM