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OKW in Multiplayer is Weak!

4 Jul 2016, 23:38 PM
#1
avatar of SturmAlpha

Posts: 42

After the Update OKW is supposed to counter all kinds of Allies threats, but the opposite is happening especially in 3vs3 and 4vs4. Allies now blobb more than ever, especially when a whole team of OKWs is helpless without ost and the help of early MG42, now what allies teams do is blobb and attack one vp all together crush evertyhing on their way because OKW has nothing to stop them untill they tech, and when they do they really dont do S*** Flak halftrack gets destroyed by 2 AT grenades, MG34 gets gets killed within seconds and doesnt even suppress 2 squads, unlike other MGs will suppress ur whole army from the first second, Reketenwefers are still squishy and die from tanks, Mid game they will blobb tanks and launch a counter attack and kill whatever comes on their way, Allies tanks now are unstoppable because they are cheap and it takes forever for OKW players to build tanks, and if Shwerepanzer HQ is destroyed we are dead, something is wrong here, relic should do something about it, either buff Ats or decrease Tanks Costs, or give the ability to tanks to squash Allies infantry just like Allies tanks can cause great damage to axis teams!
feel free to add more or correct me, don't start to call me noob or flame war, be civalized and show respect.
5 Jul 2016, 09:28 AM
#2
avatar of OZtheWiZARD

Posts: 1439

No, it's just you.

When you meet a decent player it actually is much harder to win, especially on urban maps.
It's only former Volks blowers who struggle and I've to admit it's enjoyable to watch. In particular when they're trying to blob with SP and get obliterated. You can read it on this forum: T-34 2 shot my SP squad.
5 Jul 2016, 09:29 AM
#3
avatar of Katitof

Posts: 17914 | Subs: 8

3vs3 and 4vs4


:snfBarton:
5 Jul 2016, 10:11 AM
#4
avatar of Tiger Baron

Posts: 3145 | Subs: 2



:snfBarton:


He paid for the game which means he has the right to an opinion on whatever mode he fucking plays, so fuck your competitive 1v1s and 2v2s, Relic balancing it solely around that makes the game frustrating for people not so much in the competitive scene which is around 60 or 70 % of the CoH 2 community, non-competitive will always have more people than competitive because more people just wanna enjoy the game instead of getting frustrated about some stupid numbers in a video game.

On topic: I agree with the OP only for the lack of a T0 MG not requiring any HQ deployed on the field already and that the Sturmpioneers are squishy, if you want an early AT you have the raketen and thus nothing to complain about, everything else is fine.

The only problem is that the Sturmpioneers suffer from the same problem as the Wehrmacht Panzergrenadiers but compared to them they have more combat tasks to fulfill and have more veterancy than the PGs, meaning losing even one is a huge loss, and considering the Sturms are the only other option for repairs (apart from the Mech HQ repair pioneers).

Speaking of HQ upgrades, how about the Schwerer Flak HQ have an upgrade for it's Flak to be manned BUT we decrease the cost of the other 2 upgrades so it's fair, the OKW don't get anything free anymore (yes yes the grenade and upgrade unlocks are still free but they still need tech-ing so it's kinda balance, asymmetrically like most of you cry about it). Seems like a nice trade offer for me.
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