I've said in the past that obers should have started at vet 5 or whatever the max was. Basically they're already elite, they shouldn't be able to scale from their initial superiority. Like I don't mean they start at actual current vet 5 stats (way too op), I mean they should be strong squads with no scaling. Similarly other elite units should have had poor scaling, most units except volks and weapon teams. Would have helped sell the core theme of the faction better imo.
That would be a good way to make the mechanics match the theme. Too bad they didn't go for it. |
If I'm going to guess, it might be one of the new commanders, or a commander they haven't released yet (land mattress, looking at you) or even more likely, they give everyone skins from whomever wins the skin contest.
I thought the skin contest wasn't due to be decided until summer. |
I think many of the comments on here are missing the point of the real change in OKW.
OKW was a faction originally designed as late war western front units...units that were mixed veterancy and quality, mostly green with some absolutely bad ass units mixed in. It was also based on the idea that fuel and munitions were at a premium and big shortages existed. That's why I liked the faction. It did a nice job of being "different" from the others while trying to stay true to the late war situation the Germans faced. Fuel or munitions transfer helped to translate this real life problem into gameplay and made for interesting strategic decisions.
NOW, it just feels like any other faction. Is it more balanced? Yeah sure it is. Could Relic have maybe found a way to balance it without going away from its original design? Yeah, I think they could have.
I disagree. Not because I think that anything you said was wrong, but because I think that historical accuracy for a video game is more about forcing the player to confront the same problems that people did at the time, not just making sure that the uniforms and vehicles are historically correct.
By that metric, old OKW was a straight-up failure. The Germans in the ardennes needed a quick victory. A slow turtle win in the west would just have resulted in the Soviets breaking a chair across the back of Germany's proverbial head. But all that neat veterancy and late game tech incentivized OKW players to play conservatively until their late game advantage got out of hand. Even including the resource penalty, Relic got the basic strategic situation backwards IMO. |
I did really like the old OKW due to their manipulation of resources via fuel/munition transfer, weak but expendable infantry backed by elite units (sturms, falls, etc), and their theme of having lower income but with highly veteran troops once they get rolling. The new OKW seems easier and more mindless but they did need some buffs. Hopefully they'll tweak the new OKW more to a good spot.
I liked playing the old OKW more than I like playing the new OKW, but I think this needed to be done. Old OKW was an out-and-out failure by relic's own stated goals. Remember how much everybody here laughed when Relic said that they were the extreme early game faction? |
Intentional for balance. The reason why snipers cannot be passengers to light armored transports is the fact that it is counterproductive and to prevent M3 Scout Cars with sniper combo to ever happen again.
Oddly enough the sniper car actually still exists--Ost sniper in the doctrinal halftrack.
Edit: Or rather it still existed the last time I checked. (Which was a couple of patches ago.) |
For my money, two click counters should remain, and should still kill the gun but Relic should add in counter-play. If you could shoot down the Stuka with a correctly positioned AA unit, then all of a sudden the axis player has to draw off the AA before proceeding. This way rewards multitasking and mind games without creating a sucktastic turtle-arty fest. |
What is the point of him targeting the building?
Honestly when would a player ever want to target a building instead of those inside the building?
In a low health building you can take a whole squad. Doesn't happen very often but worth all the annoyance when it does. |
I expected the RNG to be one of the reasons actually. Other big esports (strategy) games are more or less controlled; if you know what you are doing and that you can outdamage your opponent, you can win a game/fight/brawl. In COH2 this is more or less thrown out of the window: a KT can lose against an Allied tank if it gets (un)luckily engine critted and then gets kited to death. Of course this is realistic, one lucky shot can change the outcome of a whole battle, but it means that you have to keep in mind the big factor of RNG in every single engage you make.
Of course, other games have crit-like situations too. In League of Legends there has been some discussion about removing the RNG of critical chance as it is unreliable and you can/can't truly rely on it to win a fight for you. IIRC there were ideas on how to make crit less RNG, but none of those ideas really caught on.
I don't think RNG automatically make a game non-competitive, so long as the player has the tools to manage it. (Take poker for example.) TBF though, I'm not sure that CoH2 really does give the player enough tools. I think that it'd be much improved by offering more tells in general to the opposing player. |
Should be two hits, I'm pretty sure Tellers do 400 damage and leave mediums with 240 left.
So Schreck PGs though, they will make Shermans dead for sure after around 27 range I think.
Target weak point stuns, though, so if you can pull it off you usually get the second hit, assuming I recall correctly. |
I will say I would like to see repair crit not work after a mine strike. In that case you should have to fully repair the tank to get the tread/engine back.
Otherwise you are only giving the Wehr player 5 seconds to capitalize on having a well placed mine, and that really is not fair. That is basically the time it takes to turn the pak to face the tank, and may be get a chance to fire once.
I don't really play USF anymore, but my impression is that one hit is often all that's needed with a pak. TWP after a mine and that's a dead Sherman, usually. I'm not sure that repair critical is a great trade off for the Sherman's vulnerability, but it seems like a rational one. Implementing this seems like it would require complementary buffs somewhere, especially considering USF's lackluster late game. (At least it's reliably lackluster at my level). What buff would you give, assuming you agree that one would be necessary? |