firefly is the best allied tank destroyer they have, therefore it has to bring a lot of love!
Great tank though. The entire british tank lineup is incredible - too bad the other allied factions have nothing that compares. |
falls are my go to unit, favourite OKW unit.
Stick in a key building at 3-4cp and you can turn the tide of the game. They can get to vet1 in about 30 seconds in that building.
1v1 and so on possibly use their spawn to retreat camp low health squads.
As a general frontline unit, of course they are not worth their cost. Obers are more durable and have much better long range firepower. The Fall's building spawn however makes them invaluable and well worth their cost, to the point where i'd say their OP (in which i mean the ability to spawn something that good in a building, not the general unit stats)
Vet2 makes them better as you can camo them and use them for a surprise attack. |
Cost increase in fuel is well deserved.
Anti Infantry effectiveness slight increase (in form of more reliable MG on it) is also well deserved. It has a risk/reward in the fact it needs to get pretty close to a unit to do decent DPS (where it can also be easily countered).
Build time can be increased by 10-15s if needed to reduce spamming potential (and to ensure there is a counter available to allies once 2 or more hit the field, unless really early). OH teching is already a bit slow, T2 comes very late considering all other factions don't have to go to base to build their T2 building.
Good idea miragefla. |
fusilier is definitely better.
Extra sight range + good long range damage helps. Vet it a bit nicer too. Volks with MP44s are in an awkward position and short i prefer the LMG/long range infantry as they have more utility.
However I'd generally rather get Falls or go another commander. If i do go this commander, i'll stop building Volks the second i get 2CP and instead get these guys. |
AEC is the main way to beat it. AEC is good for a lot of things around the map, but now with Volks and Sp's having AT capability it's difficult to get close where it can actually kill infantry. It's never a bad idea to invest in 1 as no matter what OKW opening it is likely that they will get a vehicle (flak HT, luchs or puma) somewhere or try to get a flak HQ up (which your AEC can hunt down).
PIATs can be unreliable and so can the ATG against it, however a combination of both will do the trick.
1 landmine hit will go a long way towards killing it or having it out of action for a prolonged time, mining main roads early is usually good, players are generally very agressive when they get a Luchs out knowing they have 2-3 minutes of free reign.
If you're really struggling the Boys AT rifle infantry are always good, and placed in a great commander. The rifles will be okay, but the AT grenade is the main way to kill a luchs.
|
RNJesus has been patched out mostly Sad thing really.
Skillplanes were great, particularly when USF AA HT instakilled any planes on the map (and you were against the old Luftwaffe doctrine with infinite strafing runs) |
WC51 *WAS* the most overpowered USF start against OKW. I steamrolled OKW teams in 3v3 and 4v4 by denying any forward HQ setup and killing lots of squads. Now the WC51 is not great considering if OKW get any truck up anywhere, they are essentially useless.
Also wouldnt doing this swap make mechanised essentially a better commander overall? I think it's good as it is and the improvement if anything should be done in the M3 halftrack assult group which costs too much manpower to be effective. The arty is great vs OKW trucks and the recon uncounterable. |
the only thing i'd like changed in this ability is that it shouldn't be allowed in HQ sectors (like most arty).
A fitting punishment for a blob retreat but too harsh a punishment. |
CoH1 remake would be useless at this current stage.
Another CoH game is what we need, although CoH2 in its current state is fantastic and will last pretty much as long as it takes until a new CoH game is out. |
OKW has had a huge history of changes, especially if you consider the alpha version of them.
The current version is the least differentiated from all other factions, previously there was a lot of experimentation with resource shortages, but more powerful units, and a mix of units in buildings, so that each building added flavour instead of giving you say, just heavy armour or just light armour.
A lot of interesting and fun playstyles they had in the past as a faction, but unfortunately they would never be able to balance correctly and therefore all redesigns led to the current design, which is still awesome, just less unique and interesting.
This game has come a very, very long way since its release. a big thanks to Relic for supporting it and trying to improve it along the way with a variety of changes. |