So I got together with some friends who have never played OKW before or very little of saying that it was "OP" as a counter challenge I said that as a person who has never played Americans before in their life, could pull out a win or give the opposing team a stupidly hard run for their money.
The following replay shows my first game as an American player, you'll notice a brutally efficient start, a couple guys lost their connection, a rocky middle, and then a decisive end to the game.
Now it didn't occur until after the game was over that the other team was mostly new players. But we'll say that this was about their 3rd to 5th game in.
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Nationality: United States
Timezone: America/La_Paz
Nationality: United States
Timezone: America/La_Paz
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Post History of Sierra
Thread: My First American Game21 Oct 2014, 22:45 PM
In: Replays |
Thread: Does anyone have hope?21 Oct 2014, 00:27 AM
Like I said, I want all artillery to have a more significant impact on the battlefield. Only the Stuka zu fuss is actually significant other than the B4 203mm. And I wasn't even talking about vet as these 2 guns already destroys people without vet. B4 is only really relevant once it has precision strike at Vet-1. Though I think Vet is very important to the overall utility of all units. In: COH2 Balance |
Thread: Let's talk about the P-47 anti-tank Rocket Strike21 Oct 2014, 00:16 AM
Not necessarily, the Late War Germans still had a great many defensive emplacements, like FlaK towers and FlaK defenses just about everywhere. FlaK hit aircraft a lot and air losses were pretty heavy. In: COH2 Balance |
Thread: Does anyone have hope?21 Oct 2014, 00:12 AM
@Steel, you realize that even if you preserve the LeFH18 and Stuka zu Fuss, they take FOR-FRIGGEN-EVER to rank up and get vet right? You can use a stuka zu fuss regularly and make tons of kills for an entire game and still not achieve Vet-3 or Vet-4 (Incendiary Barrage) or Vet-5 Vet-4 is the interesting part, and that incendiary barrage costs 100 muni but comes in way too late. By the time you have the option you've either already won the game or lost. In: COH2 Balance |
Thread: Pathetic Anti-Aircraft Capability.15 Oct 2014, 21:22 PM
You want good AA? Do as all other armies and get dedicated AA vehicle. What part of 2x Schwerer Panzer HQ (FlaK HQ) and 5 FlaK emplacements (160-fuel + 50-fuel = 210 total fuel) spent overall on FlaK emplacements did not make for a reliable anti-air sector. That's over 7 FlaK emplacements in the left side of a map that could not RELIABLY kill aircraft. How is that not considered a problem? I don't expect the initial 4x Base FlaK's to be good, hell I'd rather they were MG-42 bunkers. What I do expect to be decent are the DOCTRINAL anti-aircraft batteries that you pay fuel, manpower, and popcap to build. In: COH2 Balance |
Thread: Pathetic Anti-Aircraft Capability.15 Oct 2014, 10:12 AM
Soviets worst AA lol I dunno about you guys, but that .50 Quad-Gun for the Soviet M5 seems pretty damn effective to me. In: COH2 Balance |
Thread: Pathetic Anti-Aircraft Capability.15 Oct 2014, 06:47 AM
Why not just make AA vs AT a toggle? That way it'll still perform but it can only do one at a time based on toggle, that way there is a trade-off and something that it can be vulnerable to. In: COH2 Balance |
Thread: Pathetic Anti-Aircraft Capability.15 Oct 2014, 04:30 AM
I feel like the OKW should have no AA at all since the ALlies dominated the skies by late 1944 Dominating the skies doesn't mean that there's no FlaK cannons on the ground shooting at you. Also seeing as the 2cm FlaK cannon for its cost only really shoots the ground and doesn't actually hit infantry. It might just be better to increase their overall effectiveness at shooting down aircraft, since you know, that's what they were DESIGNED TO DO. In: COH2 Balance |
Thread: Pathetic Anti-Aircraft Capability.15 Oct 2014, 00:00 AM
Brought over from another thread where the following was slightly off topic. Let's talk about how AA Guns from the OKW can't seem to bring down a single loitering aircraft. It's kinda pathetic when called in recon planes can complete their full recon loiter and fly away without a scratch, despite being shot at by tons of 2cm FlaK autocannons, or the big FlaK cannon on the Schwerer Panzer HQ for the OKQ. I've even went out of my way to build extra FlaK defenses to discourage aircraft only to have the enemies aircraft completely ignore it. For instance 4v4 on Hill-331 - My team secures the left side of the map. I bunker down with HQ trucks, barricades, MG bunkers, sandbags, mines, and tank traps. (Fortifications Doctrine) I set up three extra FlaK cannon emplacements, my teammate places two of his own, and we have 2x Schwerer Panzer HQ's with the big FlaK gun there. The Allies proceed to call aircraft run after aircraft run that complete their entire loiters despite being shot at by 7-AA guns, further more the Soviets call in precision bombing strikes, artillery strikes, and more because our anti air defenses apparently aren't thick enough to destroy a plane that constantly circles over the area getting shot at. The AA Defenses were spread over most of the left side, leaving zero missed opportunities to keep steady anti-air FlaK damage on the aircraft. Considering the significant manpower, 10-fuel, + popcap investment in these defenses. I found myself thoroughly disappointed in their performance. (Or lack thereof) In: COH2 Balance |
Thread: One-shotting entire squads14 Oct 2014, 21:29 PM
You want to talk about some bull though, let's talk about how AA Guns from the OKW can't seem to bring down a single loitering aircraft. It's kinda pathetic when called in recon planes can complete their full recon loiter and fly away without a scratch, despite being shot at by tons of 2cm FlaK autocannons, or the big FlaK cannon on the Schwerer Panzer HQ for the OKQ. I've even went out of my way to build extra FlaK defenses to discourage aircraft only to have the enemies aircraft completely ignore it. For instance 4v4 on Hill-331 - My team secures the left side of the map. I bunker down with HQ trucks, barricades, MG bunkers, sandbags, mines, and tank traps. (Fortifications Doctrine) I set up three extra FlaK cannon emplacements, my teammate places two of his own, and we have 2x Schwerer Panzer HQ's with the big FlaK gun there. The Allies proceed to call aircraft run after aircraft run that complete their entire loiters despite being shot at by 7-AA guns, further more the Soviets call in precision bombing strikes, artillery strikes, and more because our anti air defenses apparently aren't thick enough to destroy a plane that constantly circles over the area getting shot at. The AA Defenses were spread over most of the left side, leaving zero missed opportunities to keep steady anti-air FlaK damage on the aircraft. Considering the significant manpower, 10-fuel, + popcap investment in these defenses. I found myself thoroughly disappointed in their performance. (Or lack thereof) In: COH2 Balance |
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VS[TTT] Carbon05? [TTT] CrazyAlpha d0ggY - gamoha.eu [TTT] PolishUndergroundSierra GCI Aone GCI Paranoia_Agent The FatMaxim's need to get nerfed back down.by: Sierra map: Lazenrath Ambush1-706
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