One thing I've noticed when playing the Ostruppen commander is that the Panzerfaust is locked behind building T1.
I feel like this is just annoying. I'm not saying it should be unlocked at T0 or anything, but I believe teching to level 1 or building T2 should unlock it as well. I shouldn't have to specifically build a building that I'll not build any units out of (especially if you are getting 3-4 Ostruppen, meaning you're going to be manpower starved). I just don't see the logic in forcing the unlock into a building that I'm going to have to either build from the start, delaying my quick-cap / rush building or cutoff strat against brits / usf, or have to retreat my engineers simply to build a building.
It would just make sense to make the ability unlock at either building T2, or teching. Thoughts?
Profile of Flyingsmonster
Signature
Post History of Flyingsmonster
Thread: Minor gripe with Ostruppen4 Aug 2016, 01:14 AM
In: COH2 Balance |
Thread: Just some thoughts on Ostheer units currently. 12 Jul 2016, 19:29 PM
Ostheer is simply underwhelming to play right now. They start slow, T1 is pretty mediocre, and it's very tough to counter brits and USF. Much like Soviets, they feel outdated in many ways, and having to build your base up takes precious time that you need to secure vital parts of the map early. Grenadiers need some kind of small buff in either received accuracy or lethality. I don't think it's necessary to increase the squad size, but they need some kind of offensive or defensive buff to make them a little better able to counter riflemen and Infantry sections, increase their price slightly to ~250-260 and buff them. Move Grenadiers to T0, MG42 to T1 again. I think grens belong in T0 more than the HMG42. It's very difficult for Ostheer already because, like Soviets, you have to build your base before you do anything else in the game. This leads to a very large head start for USF and Brit players, who often seize key buildings on cutoffs and fuel before you even get there with a pio squad. The gren squad will allow you to leave your base with pioneers immediately and seize key locations on the map for grenadiers to hold until you get T1 and an MG42 out. MG42 - feels like its in a good place, though you're basically forced into making one no matter what you do, it's essential in any build. Would be much better if the USF mortar was adjusted so they don't get wiped so easily. Sd.kfz 251/7 - I am forced to rely on Spearhead and Festung Support so often because of brit emplacements, solely for the MHT. Not much to say about this, it feels alright, I don't know what I would change about it other than making it a little more accurate. The Sd.kfz 252 - really great right now, I rely on it so much that it's become almost an essential unit as Ostheer, especially with the flame package to smoke allied units out of buildings. Without it it would be nearly impossible to win on building-heavy maps since the GWr 34 does jack shit to the buildings themselves. Also useful for countering partisan spam. I do feel like it could have a little better protection against small arms fire, but it's not completely necessary. Sd.kfz 222 - It's alright, I like the buffs it got a few months ago, but it is still very under-whelming vs. infantry, and it can't really square off against other light vehicles aside from the M3 and the M20. I'd like to see its lethality vs. infantry increased with a slight fuel increase to ~20. Panzer Grenadiers - they are alright I guess, but they still feel kinda squishy compared to other close-range units. I use them pretty often, usually just a single squad with shreks though. Assault Grenadiers, they need a buff badly. They seriously under-perform for their price. I think the MP40 in general needs to be a little more lethal, for both pioneers and assault grenadiers. Considering they could be a very useful tool for early game ostheer allowing them to compete with USF and brits much better, I don't think it's much to ask. Pioneers could get a price increase as well to ~220-240 depending on how much the MP40 is buffed. Ostwind. Not much needs to be said here, it is fucking awful. It can't kill infantry, it can't take on light vehicles solo. It's a good AA unit obviously, but it needs to be something that can push off infantry like the Centaur can. I'd like to see it in a position where it can actually force the enemy back instead of just sitting there, firing away and doing nothing at all. That said, if you do manage to vet it up to vet 3, it becomes quite good, the problem is getting it vetted up in the first place is nearly impossible. Panzer IV - It's not performing that bad honestly, but a slight price or fuel reduction should happen to bring it in line with the allied mediums like the Cromwell, the Sherman, E8 and the new T-34/76. Stug IV - it's in a great place right now, probably one of the only units that I'm actually satisfied with in terms of Ostheer. Good penetration, and a good counter to allied mediums. Brummbar is performing better at least, though I still can't find any real situations in which building one makes sense. In team games maybe, but otherwise it's useless even with the buffs. Panther is pretty mediocre right now as well. I mean there's just not really any good uses for it, there's no reason to even go T4 right now unless you are in a team game and need a Panzerwerfer to combat blobbing and mortars / stationary stuff. Speaking of the Panzerwerfer, I think it's performing alright, it's in a good place right now. Tiger I - this thing just sucks as well. Sometimes it can be decent, but the vast majority of the time it is just a glorified, slower panzer IV. It's too slow, its armor is too weak, and it just can't dish out the amount of damage it should be dealing. I suggest buffing its frontal armor at the very least. Any other units I didn't mention I think are in a good place. In: COH2 Balance |
Thread: USF Cheater?26 Jun 2016, 21:50 PM
Jacksons shooting from across the map. Shermans firing their main gun like a machine gun. Definitely some cheater using a trainer or whatever, hoping that Relic can ban this guy, one handed grandpa. Took a little while for me to even realize they were cheating, until my allie's Jagdtiger just fucking disappeared with no enemy tanks in sight in the center of the map, followed by my Tiger and a Panther. I then noticed Jacksons and Shermans firing through the fog of war at his base towards the center of the map where our tanks were. In: Replays |
Thread: Penals as suicide units?13 Mar 2016, 02:53 AM
I really like using Penals, but that is just a silly idea. I would rather penals get a price reduction to ~255, or get a buff to their long-range accuracy. Either way, Penals are just so underwhelming right now, even with the flamethrower. I mean honestly, they've always been incredibly underwhelming. Do you guys remember when they cost 360 MP and were even worse than they are now? Yeah, I do, and worse yet I used to actually use them back then as well. In: COH2 Balance |
Thread: Remove Montargis Region from automatch7 Mar 2016, 05:35 AM
I'm glad some of you agree, it's not that I dislike the map, I actually really do like it a lot, but it needs to be re-worked so that two fuel points aren't right next to each other. I would suggest first off removing the two VPs in the upper two corners of the map. They are just redundant and pointless. Second, I suggest moving the ammo to the second resource point from the base on the left side of the map, and removing one fuel from the top part of the map, and moving it to the right-center of the map so they are't both concentrated in one spot that is far too easy to defend and give one team a massive fuel advantage. In: COH2 Balance |
Thread: Remove Montargis Region from automatch4 Mar 2016, 20:20 PM
Don't get me wrong, it's nice to see an old map, one of my favorites from vCoH return, but it is not suited for CoH2 in any way. I'd also like to say they did a good job re-creating the map. First off, the size. This is by far one of the largest maps in the entire game seen thus far. I never thought I'd say a map feels too large, but this one certainly does. The fuel points being right next to each other, as well as both ammo is very poor map design. It means that whichever team controls one fuel / ammo almost certainly controls both considering how easy it is to wire off the fuel and camp the ammo with mgs. The resource points definitely need to be re-balanced / re-worked if this map is to function as a proper automatch map. I find that this map also heavily favors axis due to the buildings in key strategic areas, as well as the ability to abuse sturmpios on the middle and right sides of the map early on. The fast-capping kubel makes this even more powerful as you can simply rush your sturms to the ammo / fuel and secure it before the allies even arrive while your fast-capping kubel mops up all the regular resource points on the way. I've played about 5 matches on this map so far and every time it's just a chore, not enjoyment. It reminds me of the time a few months ago when Sittard Summer was in the automatch pool. I vetoed it for now, but I would still like to actually play this map in automatch if it was balanced better than it is currently. tl;dr - this map needs to be re-balanced or removed from automatch. In: COH2 Balance |
Thread: Sov vs OKW: Broken Match up2 Feb 2016, 01:27 AM
My feelings are that Soviets are way too slow. The new OKW is way too fast. You get sturms to start out which of course will outclass combat engineers and conscripts, and a good OKW player always rushes their sturms to the enemy's cutoff / fuel, and they will win the first engagement by doing so. Then there's the new kubel. The new kubel is still quite decent offensively and can take on a conscript squad alone if it's careful. The main problem I have though is that its capping ability gives OKW an absolute massive advantage. They now don't have to cap points with their sturmpios or volksgrenadiers, they can rush those powerful squads straight at the enemy and leave a kubel to cap the less important resource points incredibly quickly (due to its movement speed and capping speed combined). My suggestion is to increase the price of volks a little bit since they are over-performing, and return the kubel back to the way it was before, or at least lock its capping ability behind vet 1 so that it cannot just allow OKW to bumrush you from the start. I just see it every single match, OKW don't have to spend time building a base structure like Soviet players do, which means automatically OKW has the upper hand from the get go. Not only that, but anything they send at you will dominate whatever you send at them since all their starting units are better than what you can make (Volks > Cons, Sturms >>>> combat engies, etc.) Another suggestion is to increase the fuel price of the Luchs. This unit used to come out too late in the last patch since it was locked inside the Schwerer, but now it comes out WAY too early, by the time its out a SOV player won't have any counter unless he really fucked up the OKW player badly somehow. This is especially true if the soviet player went for T1. Some other suggestions are to buff the penal squad or give them a price decrease down to ~250 manpower considering how shitty their performance is right now. They are just dogshit and not worth the 30 extra manpower they require. In: COH2 Balance |
Thread: Howitzer Doing no Damage to garnisoned units16 Nov 2015, 20:15 PM
In my experiences, Mortar clears buildings alright, it's the LeiG and the Pack Howie that struggle to do any damage to garrisoned units. You can literally have 3-4 LeiGs firing at one building and it takes a few minutes before the troops have to evacuate. In: COH2 Balance |
Thread: How to counter brit sniper as OKW?11 Oct 2015, 17:24 PM
I'm having a massive amount of trouble countering the brit sniper as OKW. I just am at a loss of what to do. When I'm dealing with 2+ snipers, I just don't know how to respond. Their high rate of fire, coupled with their AT abilities and snares makes it very difficult to counter them as OKW. We don't have access to any sort of early, fast scout vehicles (Kubel excluded because it cannot counter the sniper). We can only blob infantry towards their sniper in the hopes we can catch it off guard. I'm actually finding myself struggling with manpower bleed as OKW, something I very rarely experience due to brit snipers. My current strategy is to go Battlegroup into a fast Schwerer to get a Luchs, but the problem with this is that the sniper can just snare the Luchs and prevent you from chasing it down. Often times, really good players will bait your luchs into an at gun, snare it, and then it cannot escape (One reason why I think this ability should be locked into vet 1 at least). Fallschirmjagers are probably the only thing I've managed to have success with, and only if the sniper is right next to a building I can spawn them from. Add to it they're locked into a commander, so if I don't choose luft support I can't use them to counter. So, how are other OKW players countering brit snipers? Any suggestions on how to deal with them? In: COH2 Gameplay |
Thread: [OKW] [All Modes] [Panzer II Luchs Timing]9 Oct 2015, 23:05 PM
Yah, how many times have you managed to get them to vet5? Hell or vet3 even? Well of course, it's hard to get any OKW unit to vet 5 aside from volks. But yeah I do kinda agree that at vet 0 it's AI performance is pretty laughable, considering it's a purely AI tank. The T-70, while much more expensive, kills infantry at a much higher rate in comparison. In: COH2 Balance |
558604553581547678505650502491501399485023439444417413416388
Latest replays uploaded by Flyingsmonster
-
VS[Vik] Moscow one handed grandpa boyka_gus SeR PrODildoreTheBarbarian Admiral Adama Xampoo - Coh2 istá balaciado RommelUSF Cheater?by: Flyingsmonster map: Unknown2-1,172
105603882295413424907189761806517566
Livestreams
25 | |||||
1 | |||||
26 | |||||
18 | |||||
18 | |||||
8 | |||||
3 | |||||
2 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.1772443.800+4
- 2.520216.707+17
- 3.68702504.733+5
- 4.1534535.741+3
- 5.388251.607+9
- 6.16160.729+6
- 7.216126.632+1
- 8.517330.610+1
- 9.251139.644-1
- 10.368196.652+6
- 1.2174901.707+4
- 2.11924.832+2
- 3.26988.754-1
- 4.26389.747+3
- 5.446297.600+1
- 6.284124.696+12
- 7.224107.677+3
- 8.214109.663+1
- 9.16258.736-1
- 10.957512.651+6
- 1.1460740.664-1
- 2.466195.705+15
- 3.426130.766+2
- 4.358218.622-1
- 5.818467.637-1
- 6.11952.696+3
- 7.484229.679-1
- 8.309178.634+7
- 9.567419.575-1
- 10.495335.596-1
- 1.346157.688+1
- 2.338104.765-2
- 3.897246.785+5
- 4.588254.698+10
- 5.698336.675-2
- 6.937584.616+3
- 7.273136.667+10
- 8.1509995.603+9
- 9.816477.631+2
- 10.12034.779+10
- 1.28401025.735+2
- 2.546194.738+27
- 3.506159.761+17
- 4.937376.714+7
- 5.1360445.753+14
- 6.1715873.663-1
- 7.917379.708+4
- 8.535310.633+24
- 9.631379.625-1
- 10.1333506.725+5
- 1.30571503.670+28
- 2.340175.660+5
- 3.251123.671-1
- 4.22273.753+5
- 5.529386.578+4
- 6.855493.634+6
- 7.177101.637+5
- 8.1308788.624+3
- 9.449333.574+3
- 10.21801362.615+3
- 1.781375.676+10
- 2.478284.627+1
- 3.434170.719-1
- 4.16556.747-1
- 5.357265.574-1
- 6.480243.664+1
- 7.10532.766-2
- 8.25490.738-1
- 9.244150.619+6
- 10.18385.683+11
- 1.346135.719+1
- 2.731386.654+1
- 3.322177.645-1
- 4.936700.572+3
- 5.1256742.629+10
- 6.656488.573-1
- 7.446351.560+8
- 8.460320.590+2
- 9.578390.597+8
- 10.266156.630+1
- 1.1833774.703+9
- 2.477220.684+15
- 3.73682731.730+4
- 4.1383535.721+2
- 5.4172939.816+19
- 6.576283.671+8
- 7.394121.765+2
- 8.657206.761+12
- 9.583324.643+1
- 10.14962.706+10
- 1.1479640.698+1
- 2.20349.806+6
- 3.16121158.582+2
- 4.698436.616+4
- 5.663345.658+9
- 6.526285.649+3
- 7.17768.722+3
- 8.19011281.597+5
- 9.667255.723+4
- 10.378206.647+3
- 1.488177.734+6
- 2.506212.705+8
- 3.646294.687+4
- 4.24669.781+1
- 5.698308.694+3
- 6.255115.689-1
- 7.842381.688+1
- 8.1183850.582+1
- 9.306154.665+1
- 10.526233.693-2
- 1.422176.706+6
- 2.675312.684+6
- 3.15140.791+3
- 4.379184.673+10
- 5.739305.708+1
- 6.236221.516-1
- 7.1474808.646+4
- 8.243215.531+3
- 9.970475.671+3
- 10.34081984.632+8
- 1.1089410.726+3
- 2.25979.766+10
- 3.2025686.747+29
- 4.603164.786+4
- 5.396150.725+27
- 6.35091731.670+1
- 7.694282.711+3
- 8.18988.682+12
- 9.19930.869+8
- 10.179102.637-1
- 1.26471442.647+3
- 2.276165.626+3
- 3.460191.707-1
- 4.18493.664+1
- 5.402175.697+11
- 6.746331.693-2
- 7.7421.779+2
- 8.285128.690+8
- 9.191111.632+5
- 10.479202.703+3
- 1.30911001.755+5
- 2.9316.853+16
- 3.695400.635+5
- 4.642336.656+8
- 5.346148.700+5
- 6.255101.716-2
- 7.446162.734+6
- 8.687234.746-1
- 9.1160710.620-1
- 10.205112.647+5
- 1.12191049.537+3
- 2.403313.563+2
- 3.851721.541+5
- 4.15865.709+5
- 5.332246.574-1
- 6.13887.613+3
- 7.463299.608+2
- 8.482333.591-1
- 9.680537.559+1
- 10.422316.572+2
- 1.831222.789+37
- 2.600215.736+15
- 3.34957.860+14
- 4.1107614.643+8
- 5.305114.728+1
- 6.916405.693-2
- 7.273108.717+24
- 8.722440.621+4
- 9.1041674.607-2
- 10.17146.788+1
- 1.20141083.650+9
- 2.569354.616-1
- 3.427271.612+2
- 4.1676922.645+1
- 5.10136.737+4
- 6.434208.676+3
- 7.11649.703+7
- 8.189101.652+1
- 9.20968.755+7
- 10.288121.704-1
- 1.754286.725+2
- 2.21590.705+18
- 3.16948.779-1
- 4.603178.772+3
- 5.1015554.647+6
- 6.981427.697+3
- 7.324127.718+12
- 8.359155.698-1
- 9.1426713.667+1
- 10.36059.859+2
- 1.568415.578+2
- 2.776618.557+6
- 3.232122.655+2
- 4.398285.583+1
- 5.311206.602+2
- 6.194157.553+10
- 7.13347.739+3
- 8.239169.586+5
- 9.250135.649+1
- 10.197159.553+1
Data provided by
Relic Entertainment
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1234
uploaded by XXxxHeartlessxxXX
Board Info
983 users are online:
983 guests
0 post in the last 24h
8 posts in the last week
37 posts in the last month
8 posts in the last week
37 posts in the last month
Registered members: 49102
Welcome our newest member, Rusel334
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, Rusel334
Most online: 2043 users on 29 Oct 2023, 01:04 AM