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russian armor

USF mortar and OKW mg

29 Jul 2016, 23:49 PM
#1
avatar of Antilles950
Donator 22

Posts: 168

2 basic things I think could be a positive change:

1. USF mortar should be moved to lieutenant tier. This solves 2 problems:

a. The pak howitzer is irrelevant right now. With this change, your indirect choice comes off tech.
b. The USF mortar is a little too effective early on; usually, rifles are sufficient to deal with 1 or 2 mgs. MGs become more of a problem later one when it can get really hard to break them, and this allows USF to still have access to the mortar to deal with it down the line.

2. The OKW mg needs to not require teching. There's a problem right now with the OKW mg in that it takes way too much time to hit the field. It's greatest value, in combating early game blobs and helping secure some early territory, can't happen because it isn't hitting the field till light vehicles do.

thoughts?
30 Jul 2016, 00:22 AM
#2
avatar of Omega_Warrior

Posts: 2561

The whole point of putting the mortar in the game was to diversify USF's opening. If it's behind tech then there was no point of adding it in the first place.
30 Jul 2016, 01:05 AM
#3
avatar of Grumpy

Posts: 1958

2 basic things I think could be a positive change:

1. USF mortar should be moved to lieutenant tier. This solves 2 problems:

a. The pak howitzer is irrelevant right now. With this change, your indirect choice comes off tech.
b. The USF mortar is a little too effective early on; usually, rifles are sufficient to deal with 1 or 2 mgs. MGs become more of a problem later one when it can get really hard to break them, and this allows USF to still have access to the mortar to deal with it down the line.

2. The OKW mg needs to not require teching. There's a problem right now with the OKW mg in that it takes way too much time to hit the field. It's greatest value, in combating early game blobs and helping secure some early territory, can't happen because it isn't hitting the field till light vehicles do.

thoughts?


So you want to remove the only way that USF has of dealing with garrisoned MG's in the early game (without critically delaying tech), and turn around and give the other axis faction a MG so they can garrison also....
30 Jul 2016, 01:11 AM
#4
avatar of Cyanara

Posts: 769 | Subs: 1

For reasons mentioned above, it feels more like the USF mortar needs to be a lighter version of the weapon and remain at T0.

I do understand the feeling that too much of important OKW weaponry is locked away behind T1 though. At the same time, they have more units available at T0 than any other army, I think. It's an odd situation. Mostly it's just that they have a hard time teching to that first building, especially if you want to do it outside your base sector.
30 Jul 2016, 01:52 AM
#5
avatar of Justin xv

Posts: 255

Not many people use LT, and for good reason. It's just not very good when it comes to countering 222 spam and Luchs, which are very common builds and adding a mortar wouldn't help that. Effectively giving USF another hardly touched unit.

Only way I could see this working is if LT got the Cpt's Zook and Cpt got the BAR.



30 Jul 2016, 01:56 AM
#6
avatar of Justin xv

Posts: 255

The whole point of putting the mortar in the game was to diversify USF's opening. If it's behind tech then there was no point of adding it in the first place.



Let's be real, Relic hasn't diversified anything for USF. Pretty much every player you see goes 3x riflemen still, with or without the mortar that would only be slightly pushed back in timing if ti was added to LT. Not to mention 99% of people only use Heavy Cav or Tac Support, and that's not going to change anytime soon.

If they wanted to diversify things that ship sailed awhile ago.
aaa
30 Jul 2016, 01:56 AM
#7
avatar of aaa

Posts: 1487

okw has smth like 5 units that not require teching at all.
30 Jul 2016, 03:33 AM
#8
avatar of zerocoh

Posts: 930

how about you start to get gud?

Units and teching are pretty good right now, no need to change on any factions.

there are still some stupidly unbalanced things in the game (looking at you scavenge doc!) but overall the game is great.
30 Jul 2016, 04:56 AM
#9
avatar of NigelBallsworth

Posts: 289

2 basic things I think could be a positive change:

1. USF mortar should be moved to lieutenant tier. This solves 2 problems:

a. The pak howitzer is irrelevant right now. With this change, your indirect choice comes off tech.
b. The USF mortar is a little too effective early on; usually, rifles are sufficient to deal with 1 or 2 mgs. MGs become more of a problem later one when it can get really hard to break them, and this allows USF to still have access to the mortar to deal with it down the line.

2. The OKW mg needs to not require teching. There's a problem right now with the OKW mg in that it takes way too much time to hit the field. It's greatest value, in combating early game blobs and helping secure some early territory, can't happen because it isn't hitting the field till light vehicles do.

thoughts?


I know this topic is as old as time, and I admit I play 3v3, 4v4, but I feel like T0 MGs just encourage lazy gameplay wherein a player merely has to put an MG in a certain spot, to lock down large swaths of territory, the opposing player then has to work harder to dislodge it, giving the axis player more time to field more/better units. basically minimum effort for maximum pay-off.
30 Jul 2016, 06:56 AM
#10
avatar of Antilles950
Donator 22

Posts: 168

jump backJump back to quoted post30 Jul 2016, 01:05 AMGrumpy


So you want to remove the only way that USF has of dealing with garrisoned MG's in the early game (without critically delaying tech), and turn around and give the other axis faction a MG so they can garrison also....


Anyone that's halfway competent can figure out how to deal with an MG using rifles. That's literally been the situation for years, and also that was the situation in COH1. USF having a mortar is the exception, not the norm.
30 Jul 2016, 06:56 AM
#11
avatar of Firesparks

Posts: 1930

The whole point of putting the mortar in the game was to diversify USF's opening. If it's behind tech then there was no point of adding it in the first place.


jump backJump back to quoted post30 Jul 2016, 01:05 AMGrumpy


So you want to remove the only way that USF has of dealing with garrisoned MG's in the early game (without critically delaying tech), and turn around and give the other axis faction a MG so they can garrison also....


USF opening can be accused of plain, but it can't be accuse of being weak.

it's a fact that USF hold the dominance in the early game. The wehr is stuck on the defense against the rifleman and then the stuart before the panzer arrive.

Providing the USF with a mortar is a huge boost. It put a dramatic pressure on the wehr mg, providing the usf with the means to kill the wehr early by neutralizing the mg.
30 Jul 2016, 06:57 AM
#12
avatar of Antilles950
Donator 22

Posts: 168

The whole point of putting the mortar in the game was to diversify USF's opening. If it's behind tech then there was no point of adding it in the first place.


I don't particularly care too much about the diversity of openings if it comes at the cost of gameplay.
30 Jul 2016, 06:59 AM
#13
avatar of Antilles950
Donator 22

Posts: 168



I know this topic is as old as time, and I admit I play 3v3, 4v4, but I feel like T0 MGs just encourage lazy gameplay wherein a player merely has to put an MG in a certain spot, to lock down large swaths of territory, the opposing player then has to work harder to dislodge it, giving the axis player more time to field more/better units. basically minimum effort for maximum pay-off.


I don't really play larger team games so I can't really comment on that, but I guess that's fair. I always thought that's how the game is supposed to be, Axis is able to lock down some territory that allies have to dislodge, but I could see how 4 axis teams all with mgs would make it literally impossible to flank.
30 Jul 2016, 07:45 AM
#14
avatar of skemshead

Posts: 611



Anyone that's halfway competent can figure out how to deal with an MG using rifles. That's literally been the situation for years, and also that was the situation in COH1. USF having a mortar is the exception, not the norm.


1.No other faction in Coh1 or Coh2 starts the game with a cq unit. Doesn't matter if you flank an mg if there is a Spio hanging about.

2. Usf cannot get an mg out of a building without flames or nades, which are doctrinal or tech.

3. You say any one competent can flank an mg, well anyone competent can move an mg.

I will never see the logic in giving okw a t0 mg other than to diversify openings. The notion that okw cannot hold usf in the early game is highly debatable and ime often comes down to the map, bad rng, simply being caught out of position or overextending. Yes there is a small period of time where usf has the advantage (1 - 2 min) especially if there have been favourable engagements but then usf has to concede map to reniforce and heal etc.

I think a lot of the early game for okw is often decided by the actions of the Spio. Most players will use a Spio aggressively either to attack the fuel or cutoff of an opponent, if that assault goes badly then OFC usf then has the advantage.

That being said, I think usf morter in t0 is a mistake. Its another lazy solution and a low skill alternative. Early flamers have always been the usf counter to units in buildings. Relegating flamers to doctrines is simply a weak attempt to make Coh2 different to Coh1 and imo an absolute failure design wise.
Just ask ShadowWada LOL.

My solution.
Add flames and jeep to t0.
Add morter to t1 and lower tech cost slightly.
Split tech for Bars and zooks .
Change the pack howie to be more heavy duty but with a cool down.
Delay stuart arrival somewhat..

Other changes to okw and ost are also needed but thats another thread -_-
30 Jul 2016, 08:08 AM
#15
avatar of Stug life

Posts: 4474

No they need to make usf aa really bad but the barrage really good so it's a real mg counter and not a machine gun mortar
Then they need to make mg 34 have more bullet total so you need to reload less and a bit more suppression and reduce vet requirements by much and uping the price to 250/270
30 Jul 2016, 08:13 AM
#16
avatar of CartoonVillain

Posts: 474

Making the OKW MG non-doctrinal, while a good thing in theory, actually made it come much later than before. If the idea was to make the MG34 more widely used, I think the achieved effect has been the opposite, at least for me.

Personally, I didn't mind going Luftwaffe 90% of games and getting the MG as a call-in at 1cp.
30 Jul 2016, 09:29 AM
#17
avatar of Firesparks

Posts: 1930



1.No other faction in Coh1 or Coh2 starts the game with a cq unit. Doesn't matter if you flank an mg if there is a Spio hanging about.

2. Usf cannot get an mg out of a building without flames or nades, which are doctrinal or tech.

3. You say any one competent can flank an mg, well anyone competent can move an mg.

I will never see the logic in giving okw a t0 mg other than to diversify openings. The notion that okw cannot hold usf in the early game is highly debatable and ime often comes down to the map, bad rng, simply being caught out of position or overextending. Yes there is a small period of time where usf has the advantage (1 - 2 min) especially if there have been favourable engagements but then usf has to concede map to reniforce and heal etc.

I think a lot of the early game for okw is often decided by the actions of the Spio. Most players will use a Spio aggressively either to attack the fuel or cutoff of an opponent, if that assault goes badly then OFC usf then has the advantage.

That being said, I think usf morter in t0 is a mistake. Its another lazy solution and a low skill alternative. Early flamers have always been the usf counter to units in buildings. Relegating flamers to doctrines is simply a weak attempt to make Coh2 different to Coh1 and imo an absolute failure design wise.
Just ask ShadowWada LOL.

My solution.
Add flames and jeep to t0.
Add morter to t1 and lower tech cost slightly.
Split tech for Bars and zooks .
Change the pack howie to be more heavy duty but with a cool down.
Delay stuart arrival somewhat..

Other changes to okw and ost are also needed but thats another thread -_-


wehr have a slow start. unless the wehr went osttruppen or assault grenadier, the USF will always get to the fuel first. Even A rear echelon in a building is going to take some effort to remove.

the wehr is stuck on the defensive until their panzer earlier. Even without the free bazooka, the free captain is a significant boost for the USF. the USf also get access to the excellent stuart to further reinforce map control.


30 Jul 2016, 09:40 AM
#18
avatar of skemshead

Posts: 611



wehr have a slow start. unless the wehr went osttruppen or assault grenadier, the USF will always get to the fuel first. Even A rear echelon in a building is going to take some effort to remove.

the wehr is stuck on the defensive until their panzer earlier. Even without the free bazooka, the free captain is a significant boost for the USF. the USf also get access to the excellent stuart to further reinforce map control.




Um, wtf are you talking about.

The thread is about adding mg to okw t0.

I am clearly saying give some nerfs to usf.

Nothing you say is even remotely relevant.
30 Jul 2016, 10:16 AM
#19
avatar of Firesparks

Posts: 1930



Um, wtf are you talking about.

The thread is about adding mg to okw t0.

I am clearly saying give some nerfs to usf.

Nothing you say is even remotely relevant.


I don't really see the need to give any buffs to the early game USF, jeeps, flamer, mortars, or otherwise. As "boring" as the rifleman build is, it's still one of the strongest early game in the entire game, if not the strongest.


Even delaying the stuart is nothing more than an empty gesture. The USF doesn't have to worry about 222 as bazooka will easily take care of them. The stuart is simply extra topping on top of an already strong early game faction.

and splitting tech for bar and bazooka is also a useless change. People are just going to use m1919a6 + bazooka and completely ignore the BAR.
30 Jul 2016, 12:14 PM
#20
avatar of skemshead

Posts: 611



I don't really see the need to give any buffs to the early game USF, jeeps, flamer, mortars, or otherwise. As "boring" as the rifleman build is, it's still one of the strongest early game in the entire game, if not the strongest.


Even delaying the stuart is nothing more than an empty gesture. The USF doesn't have to worry about 222 as bazooka will easily take care of them. The stuart is simply extra topping on top of an already strong early game faction.

and splitting tech for bar and bazooka is also a useless change. People are just going to use m1919a6 + bazooka and completely ignore the BAR.


Exactly what buffs are you talking about. Flamers are already in the game, jeeps are already in the game. The one and only thing that could be considered a buff would be if a flamer was put in a jeep. Usf would gain an end game buff by not needing to choose a flamer doctrine.

I proposed moving morter to t1, how is that a buff. I propose delaying stuart, how is that an empty gesture. Both these suggestions give axis more time to stabilise and establish counters.

Everyone acknowledges that ostheer is struggling and that the usf morter is still a tad op however the fact remains that usf has very limited counters( flamer doc and nade tech ) to mg spam.
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Osinyagov: Suddenly, coh2 is slowly dying, but you can play it, playerbase still big enough
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Willy Pete: @Lady Xenarra this you? https://i.imgflip.com/3e4thi.jpg
01 Apr 2025, 02:53 AM
Lady Xenarra: Does anyone else think that USF needs buffs? It feels like they’re on life support sometimes
01 Apr 2025, 02:36 AM
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27 Mar 2025, 15:46 PM
Rosbone: It is also good they left it free until after the free to play weekend. Points for that.
27 Mar 2025, 09:34 AM
Rosbone: But I agree, the cost to get a full decent Coh game pushing $115 US is not the best idea. Especially when it needs so much more work for casuals.
27 Mar 2025, 09:32 AM
Rosbone: To be fair, it was a thank you to early fans right? They said it was not free for long and it would become a pay DLC at some point.
27 Mar 2025, 09:30 AM
Willy Pete: Re-releasing free DLC so they can charge new players money for it. Brilliant marketing strategy :clap:
27 Mar 2025, 04:31 AM
Soheil: Coh2 still broken server ?
25 Mar 2025, 18:27 PM
Rosbone: Congrats to Relic. Looks like Coh3 has finally usurped Coh2 s the popular Coh. You smell terrific. :snfQuinn:.
24 Mar 2025, 02:46 AM
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22 Mar 2025, 14:00 PM
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20 Mar 2025, 13:11 PM
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20 Mar 2025, 10:16 AM
Rosbone: @Nickbn No, I am just saying people should not be using any Relic owned forum since they have proven they ban anyone who says true things about Coh3.
18 Mar 2025, 19:01 PM
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18 Mar 2025, 16:47 PM
Rosbone: #RelicModdedEchoChamber
16 Mar 2025, 17:54 PM
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16 Mar 2025, 17:54 PM
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16 Mar 2025, 16:36 PM
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14 Mar 2025, 22:09 PM
aerafield: @adamírcz aren't the first two disconnects free every day?
14 Mar 2025, 19:26 PM
Rosbone: It is so unlike Relic to punish its fans and community.
14 Mar 2025, 12:07 PM
adamírcz: So, I just got a leaver penalty without even getting onto the loading screen because of the game disconnecting, bravo Relic
14 Mar 2025, 10:45 AM
Rosbone: It is an indicator of the very short sighted capitalist view that plagues any company where leadership does not understand the product.
13 Mar 2025, 20:00 PM
Rosbone: They dont care about Coh3 or Coh in general. They are just trying to grab cash by ripping off the small user base they have.
13 Mar 2025, 19:58 PM
Rosbone: Just making mistake after mistake after mistake.
13 Mar 2025, 19:57 PM
Rosbone: It is clear they crapped out an unfinished game. And are now barely supporting it as they make new smaller games. Coh3 is stillborn. It will be meh for at least another 2-4 years. Meaning they killed the whole franchise instead of growing it.
13 Mar 2025, 19:56 PM
Rosbone: For a thing they could fix in minutes. Literally minutes.
13 Mar 2025, 19:53 PM
Rosbone: If I did play coh3 and was mainly a skirmish player, I would be pissed and probably stop playing. And it has been like this since release. Why? I would not tell my friends to buy a game I am not even playing. Lost sales and angered users.
13 Mar 2025, 19:53 PM
Rosbone: I am just saddened how Relic keeps hurting themselves by not fixing 5 minute things like menus. Why anger users with stuff that could be fixed in minutes???
13 Mar 2025, 19:50 PM
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13 Mar 2025, 19:48 PM
OKSpitfire: You can rage as often as you like btw, you usually manage to make it pretty funny.
12 Mar 2025, 11:18 AM
Rosbone: So it was a systemic failure across multiple disciplines and check points.
12 Mar 2025, 04:30 AM
Rosbone: Knowing how companies work, I imagine a new hire making the menus. The API they are using is complicated and things were hard to figure out. But at some point QA or management should have addressed these things. Usually within 6 months of starting.
12 Mar 2025, 04:29 AM
Rosbone: @theekvn I dont hate Coh3 or Relic. I just dont understand how you work on Coh3 for like 7 years and the menu system is worse than if a Programming 101 student made it. Feel free to explain it to me.
12 Mar 2025, 04:07 AM
theekvn: + 33% dmg rear hit was best deal ever.
12 Mar 2025, 04:00 AM
theekvn: KT just need fuel debuf from 15% to 50%, Ele arc of fire- aim time improve and they are good to go
12 Mar 2025, 03:59 AM
theekvn: and please Rosbone,I know you hate Coh3 to the bone due to your drama with relic, Still, Can you give a proper point of view instead of raging ?.
12 Mar 2025, 03:54 AM
theekvn: you rather go 76 to unity Whizbang 2.0 or go home.
12 Mar 2025, 03:52 AM
theekvn: also US tier 4 is 145f and Sherman pen 140 nerf is too much.
12 Mar 2025, 03:52 AM
theekvn: Whizbang lock behind CP, meanwhile stuka is techtree progress
12 Mar 2025, 03:51 AM
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.
07 Mar 2025, 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....
06 Mar 2025, 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?
06 Mar 2025, 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?
06 Mar 2025, 12:13 PM
OKSpitfire: A powerful, doctrinal unit that outperforms stock stuff? Colour me shocked! :P
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Willy Pete: Cool you wanna lose your stock lategame arty too then?
06 Mar 2025, 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:
05 Mar 2025, 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.
04 Mar 2025, 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.
04 Mar 2025, 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.
04 Mar 2025, 02:53 AM

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