Login

russian armor

King Tiger

8 Dec 2015, 14:39 PM
#41
avatar of ATCF
Donator 33

Posts: 587


Not really.
First year, industry and 2500hp 320dmg TA.


Faced 2 of those Monsters in 2vs2 back then, Guards with button + mark target and lots of IS-2´s beat those beasts to the ground, it was not impossible to kill them, but right now the population cap is really grinding my gears in COH 2 >:(
8 Dec 2015, 15:40 PM
#42
avatar of voltardark

Posts: 976

KT or many Axis heavy tanks are too effective vs infantry.

Why Axis tanks do have hmg when they main gun is so effective vs inf ?
Add to that they got so many other tools to fight inf...

When a vet 3 rifle with 2 zooks or bars is one-shoted, it' wont come back... you can't build them as you can build an obercommando....

Find a way to tone down heavy tank's main gun vs inf and slow down the coming of the heaviest tanks by at least 2 minutes.

TY.
nee
8 Dec 2015, 18:55 PM
#43
avatar of nee

Posts: 1216

IMO the bigger reason is that player can more quickly make and deploy HQ trucks, which means KT comes out faster.

Prior to this you had to wait for trucks to come to the field. It didn't matter how much fuel you were floating, it was locked behind a timer plus their slow speed.
Ergo, if HQ trucks still used this system, the 100% resource rate would be somewhat nullified, and any OKW player would have to make do with existing units rather than blitz-teching to KT rather than just wait for all HQ trucks to deploy.
It also doesn't help that KT can now be deployed like it's doctrinal. Prior to the patch, you still had to train the KT which meant you cannot train Volks, Sturms, Kubels or Raketenwerfer during the meantime, which allowed opponents to pressure the OKW player to either halt the training time to produce more units faster, or live with reduced unit presence and keep training. None of this occurs with instant call-in. The idea that it needs a non-doctrinal CP requirement therefore is just stupid.

So to me, the real problem isn't "KT needs more restrictions", it just needs to go back the way it was. Why make up a more convoluted system if the prior system worked just fine? It was plain stupid of them to not only make OKW 100% income but also make it far easier than necessary to get King Tiger. What will just happen is OKW is forced to finish the game with other units. Using other units is not the problem, but railroading the option is not. Right now the railroading is pro-KT, making it require CP railroads it through something else. The problem is railroading, period because there is no longer that factor in OKW gameplay where you have to consider training T0 units or training KT.
8 Dec 2015, 19:02 PM
#44
avatar of ThePhalanx
Donator 33

Posts: 33

The issue here is that even if you could get enough AT to deal with a KT by 15 min you have given up all initiative. He now has a choice, since you are heavily invested in AT, and he should know that, he can still go KT or he can forgo it and go for more infantry.


You don't need all the AT by 15 minutes, you just need to be able to notice at 15 minutes if there's no OKW armor on the field, then in 3 minutes, OKW will probably field a KT. So you have 3 minutes to grab a Jackson and an AT gun or two. Assuming an average of 30 fuel income, 18 minutes will grant you 540 fuel. That's more than enough fuel for an American player to get a Stuart, Sherman, and Jackson out. On the other hand, that leaves the OKW player enough to get a KT and nothing else. Close to getting a Luchs, but still not enough. Jackson is all you need to force a KT to back down, and the Sherman/Stuart should be able to force the situation to where you have better map control.
8 Dec 2015, 19:16 PM
#45
avatar of The amazing Chandler

Posts: 1355



Well according to Stormless, this isn't even the OKW rework that was talked about. Supposedly the real stuff is coming after Christmas.


If this is true...:facepalm::facepalm::facepalm:

How can they be so @#$%#$%$%$#$%@#@$%&
8 Dec 2015, 21:06 PM
#46
avatar of __deleted__

Posts: 236

high level team games actually feel balanced now though with this patch. Although I've been seeing some lag issues lately in game.
8 Dec 2015, 21:15 PM
#47
avatar of ClassyDavid

Posts: 424 | Subs: 2



Well according to Stormless, this isn't even the OKW rework that was talked about. Supposedly the real stuff is coming after Christmas.


Is this true? Or more fine tuning coming later?
8 Dec 2015, 21:24 PM
#48
8 Dec 2015, 21:27 PM
#49
avatar of BIS-Commando

Posts: 137

Can you feel it? Now think about Wehrmacht teammate with CAS and for example, 2 fuel drops by 16th min mark.

Keep tech requirement and add 13-14CP lock.



Cpt.Price teammate had a better performance: KT after 10:30.
8 Dec 2015, 21:28 PM
#50
avatar of Puppetmaster
Patrion 310

Posts: 871

King Tiger needs a price decrease I think.

Say 500mp 150 fuel. Main reason being is people surrender before I can build one :rofl::rofl:

8 Dec 2015, 21:28 PM
#51
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



If this is true...:facepalm::facepalm::facepalm:

How can they be so @#$%#$%$%$#$%@#@$%&

Why censor short-sighted?

( :thumb: )
8 Dec 2015, 21:29 PM
#52
avatar of Imagelessbean

Posts: 1585 | Subs: 1



You don't need all the AT by 15 minutes, you just need to be able to notice at 15 minutes if there's no OKW armor on the field, then in 3 minutes, OKW will probably field a KT. So you have 3 minutes to grab a Jackson and an AT gun or two. Assuming an average of 30 fuel income, 18 minutes will grant you 540 fuel. That's more than enough fuel for an American player to get a Stuart, Sherman, and Jackson out. On the other hand, that leaves the OKW player enough to get a KT and nothing else. Close to getting a Luchs, but still not enough. Jackson is all you need to force a KT to back down, and the Sherman/Stuart should be able to force the situation to where you have better map control.


You are not incorrect in your calculations, but look closely at what I said. An OKW player should recognize that you are building up AT for his coming supertank. At that point they retain the initiative because they can still choose not to build it and can divert fuel to other units. If they do, all that Allied AT is going to waste because OKW will presumably build counters to it with that fuel (For instance I see you have 3 tanks, I will get 2 JPIV, or I see you have 3 AT guns I will get 2 Stukas). On the other hand if the OKW calls in the KT they can try to force the hand of the Allied player by making him commit their AT units, and pick them off on his own terms. Basically the KT can decide where to fight the battle, stacking the odds in its favor.

The issue is not even getting AT, its that it lets the OKW player hold all the cards when it arrives. At this point they have to make a mistake, even when the Allied player has the right mix of units, for the Allied player to get in the game. This should not be, both players should have to be making plays to compensate for weaknesses in their current strategy.
8 Dec 2015, 21:29 PM
#53
avatar of BIS-Commando

Posts: 137

Can you feel it? Now think about Wehrmacht teammate with CAS and for example, 2 fuel drops by 16th min mark.

Keep tech requirement and add 13-14CP lock.



It's very sad. The game is very annoying right now !!!

8 Dec 2015, 22:55 PM
#54
avatar of __deleted__

Posts: 236

Allied fan boy tears are the best.
2 users are browsing this thread: 2 guests

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

782 users are online: 782 guests
1 post in the last 24h
8 posts in the last week
26 posts in the last month
Registered members: 48789
Welcome our newest member, gamefun88uytin
Most online: 2043 users on 29 Oct 2023, 01:04 AM