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OKW (balance preview mode) - concerns and solutions

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5 Jun 2016, 14:08 PM
#41
avatar of __deleted__

Posts: 4314 | Subs: 7

Have bigger range than before, cost ist that big as other AT guns, can be cloaked so it can ambush and have really good AT support from toher sources.
And can garrison and retreat if you srew up


There is no faction that have good indoctrinal light AT vehicle (puma,ac,stuart), viaable infantry AT (schreck), snares and good AT gun.

Russian lack good infantry AT and good light vehicle, ostheer lacks good vehicle (except one doctrine), USA and OKW lacks good at gun and brits lack snares. I think it is balanced that way.


Also just bait vehicle, faust it and then kill it with cloaked raketen, not that hard as before withou fausts
5 Jun 2016, 15:53 PM
#42
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Have bigger range than before, cost ist that big as other AT guns, can be cloaked so it can ambush and have really good AT support from toher sources.
And can garrison and retreat if you srew up

Could use a better formation and an actual hold fire button though (to better facilitate faust baits). Give it those bits and it should be fine.
5 Jun 2016, 17:51 PM
#43
avatar of BeefSurge

Posts: 1891

Also fausts, Shreks, and raks individually aren't good but the widespread proliferation of them in the okw means that AT is ubiquitous-once vehicles hit the field you can still harass the flanks and not have to worry about allied lights ruining your day.

I think the OKW playstyle is changing, concentrate forces early game, spread out and play like an allied faction mid, and once you form a solid vetted army with super vehicles you focus your forces again.
5 Jun 2016, 17:53 PM
#44
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Another thought. I think swapping those two STGs for 5 Mp40s would be a better change, and a relief against the Con-PPSH blobbing meta.


With this change they claim a new role, CQC. And not a part short range, part long range unit :lol:

A 5x MP40 upgrade would be a great addition to the OKW arsenal imo.

It would provide a decision between keeping a decent long/medium-range combat effectiveness for holding the line, or give you some firepower to assault a position. Reminds me of what Relic was thinking of when they thought up the Hammer and Anvil upgrades for the Brits.
5 Jun 2016, 18:00 PM
#45
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

the problem with going medical truck is that you're fairly weak against the early vehicle. the only thing remotely close to being an AT vehicle in the med truck is the flak ht, and that thing is crap.

It would be nice if the Flak HT was buffed just enough so it could hold the line against light vehicles/infantry. Either that or bring down the price, because 55 fuel is too large of an investment for something that dies to almost any AT within a couple of seconds of engaging.
5 Jun 2016, 18:08 PM
#46
avatar of strafniki

Posts: 558 | Subs: 1

jump backJump back to quoted post4 Jun 2016, 18:40 PMaaa

1. noob.


you are a noob aswell. so whats the point exactly?
5 Jun 2016, 20:06 PM
#47
avatar of PencilBatRation

Posts: 794



It would provide a decision between keeping a decent long/medium-range combat effectiveness for holding the line, or give you some firepower to assault a position.
And that would be the best upgrade for them since buffing their mid or long range will overlap with multiple other units.
5 Jun 2016, 22:26 PM
#48
avatar of GenObi

Posts: 556

Slight crew receive accuarcy on racket and thats it.

Everything else is fine and its likely just you.
5 Jun 2016, 22:26 PM
#49
avatar of WingZero

Posts: 1484

snip


I definitely agree with you on the Sturmpios. I just think this unit has a heavy burden as a AT, AI and repair engineer.
aaa
6 Jun 2016, 01:25 AM
#50
avatar of aaa

Posts: 1487



you are a noob aswell. so whats the point exactly?


agree but not as obnoxious noob as OP is. Not even close
6 Jun 2016, 04:08 AM
#51
avatar of insaneHoshi

Posts: 911

jump backJump back to quoted post4 Jun 2016, 22:24 PMMr +
you have 0 (zero) skill and want to talk about balance. suggestion: change game!


By "change game" you mean change a balance preview patch that's supposed to be changed?

OK bud
6 Jun 2016, 05:15 AM
#52
avatar of easierwithaturret

Posts: 247

OKW are fine for AT. Shreks, fausts, mines and Raketen are enough to handle scout cars and light tanks, then a well micro'd puma is a threat to most mediums, then once you get a JP4 or panther you now have all the AT you could possibly need. Yes the Raketen is vulnerable if unsupported, have you considered incorporating the new MG34?

You already have non-doc, non-tiered, no cost to unlock snare, mines, hand-held AT and AT gun. No allied faction has that.
6 Jun 2016, 07:25 AM
#53
avatar of bert69

Posts: 150

jump backJump back to quoted post4 Jun 2016, 18:40 PMaaa
3.Best bet is to mirror as much as possible cuz they jus cant make a assymetrical game ballanced. Price of OKW teching +60% for balanced game.


You just said to mirror factions as much as possible then give okw +60% teching cost? what? FYI soviets can access t3 by 7 minutes usually. Do you ever have a train of thought?
6 Jun 2016, 10:22 AM
#54
avatar of Crumbum

Posts: 213


A 5x MP40 upgrade would be a great addition to the OKW arsenal imo.

It would provide a decision between keeping a decent long/medium-range combat effectiveness for holding the line, or give you some firepower to assault a position. Reminds me of what Relic was thinking of when they thought up the Hammer and Anvil upgrades for the Brits.


Agreed 5x mp40s for volks would be a great addition to turn them into a assault/flanking squad. Mp40s would have to be buffed a bit though coz they suck atm.

Volks with mp40s worked great on vcoh and provided nice synergy with rifle volks and other long range units, I don't see why it wouldn't work in coh2.

When they upgrade they could get the old potato masher back but as a downgrade would lose the panzerfaust.
6 Jun 2016, 11:27 AM
#55
avatar of Waffaru

Posts: 56

the Okw's anti-tank capability problem is entirely related to the medical truck and mech truck dilemma.

The Puma can counter any allied light while the luch can handle allied vehicle with support. The main problem with going mech is that you're skipping healing.

the problem with going medical truck is that you're fairly weak against the early vehicle. the only thing remotely close to being an AT vehicle in the med truck is the flak ht, and that thing is crap.

then the obivous solution is to buff the flak ht. This promote combined arms and bypass the issue with schreck and raketen. Ost already prove that you need a vehicle of your own to counter vehicle. Don't try to buff the rak or the sturm schreck.


You don't see the problem with your "obvious solutions"?

You're not supposed to have all the answers to your problems on a single building. If you want to be able to fight early vehicles better, you go for the mech building in lieu of having a retreat point closer to the area of operations for better map presence and more aggressive infantry play.

Or do you think other players have it all ready in a single building? You have to be able to feel and predict what your enemies are going to be relying on earlygame.
6 Jun 2016, 17:36 PM
#56
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13



You don't see the problem with your "obvious solutions"?

You're not supposed to have all the answers to your problems on a single building. If you want to be able to fight early vehicles better, you go for the mech building in lieu of having a retreat point closer to the area of operations for better map presence and more aggressive infantry play.

Or do you think other players have it all ready in a single building? You have to be able to feel and predict what your enemies are going to be relying on earlygame.


Thing is the Flak HT is a fragile unit primarily meant for defense and with the MG34 it's less necessary, but then again the Flak HT isn't even a good deterrence to mass infantry. It's more focused on single infantry units and aircraft.

The Flak HT doesn't need to be able to solo light vehicles or even kill them, but it should at least harm anything below/at AEC/T-70 levels of armour to make it a choice rather than the idea being to spend that MP on more infantry and support weapons and save the fuel. Right now you can drive the USF AA HT right into the Flak HT and kill it horribly even if it's set-up.
6 Jun 2016, 17:40 PM
#57
avatar of PencilBatRation

Posts: 794

but it should at least harm anything below/at AEC/T-70 levels.
It already does.
6 Jun 2016, 18:24 PM
#58
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

It already does.

Rest in peace that poor 5% of health lost.
6 Jun 2016, 19:41 PM
#59
avatar of CntoCa

Posts: 16

I think buff the flak halftrack to the level that can deal decent damage to ally light armor but can not 1v1 ally light armor is a solution for the battle group HQ tech
6 Jun 2016, 19:47 PM
#60
avatar of PencilBatRation

Posts: 794


Rest in peace that poor 5% of health lost.
I think it should deal with inf, as it is what it is supposed to do, which it fails at. Tingling vehicles would be a bonus.
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