You must be the only person to ever call incendiary barrage OP. |
what? command panther not viable in 1v1?
i might not be the best player, but i think it kicks ass. t1-> jagdpanzerIV (why does everyone hate it? this thing won me most of my games and even got to vet 5 a couple of times. its a fuckign su85 on roids) + command panther (+t3 and a sturm or a panther depending on the enemy, hell even a pII if you lack them fuels)
works fine for me but maybe u guys are facing better opponents than i do
It's easier to flank the jagdpanzer than the su85 because the US and Soviets have pretty decent mobile armor to flank it, and OKW doesn't have many units that can engine critical. |
One side says maxim is OP, the other side says all of its counters (walking stuka, ISG) are OP. It's the never ending cycle of knee-jerk reactions and using strategies that are shit and hoping they will be better next match instead of changing them. |
Making the ability free and keeping it as it is would be interesting. The 50% received accuracy would be a decent trade off in certain situations, and it would ensure the ability gets some use. |
Has anyone got the no retreat no surrender (or something) doctrine for the soviets? It's what I'm most interested in because it changes something so fundamental about the game. |
There are a few things that I liked alot more in COH 1, but a couple things that are so frustrating that they fixed in COH 2 (snipers, some horrible maps designed for crap tactics, kangaroos). I like the doctrine system alot more than the commander system because each of them felt unique and different. There were alot of very similar commanders that are mixed and matched in vCOH 2, but the new WFA commanders are a step in the right direction. I also liked how the veterancy system was unique for each faction, instead of all of the veterancy systems being the same. |
Volks are great until you realize that a rifleman squad can just run up to the Volk squad (in any cover) and win the engagement which makes no sense
Semi automatic rifles versus bolt action rifles. With enough speed why not? |
According to you in another thread:
Duplicates or useless bulletins... played about 3 hours and got nothing... lol
You really can't play for more than 3 hours before complaining about the balance?
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NO.
My problem has nothing to do with my unit choices at T1.
Yes, I feel like sturmpios are really powerful, especially against non-vet, non-upgraded T1 American units. Nerf them ? That's one option, but I deliberately didn't say that. I posted this to put it out to the community, in case there were other options I hadn't considered. So far, I got :
- "L2P"
- use volley fire and cover
- it's all in your head, riflemen can take sturmpios
Also, my post had nothing to do with middle or late game, or any shortages that OKW might experience in those phases. I specifically mentioned early game; where Americans might have an advantage, and might be able to cripple Axis resources. This is incidentally what others recommend doing to prevent Axis from fielding more powerful units later- "don't let them tech up", "if you let them get that, then you've already lost".
What I'm getting from your reply is this-
OKW early units are powerful in the early game to take and hold resources, to compensate for middle/ late game shortages.
Shortages which would go to pay for other powerful units later. So that OKW pretty much stays powerful through all phases of the game ?
I'm sorry if there's something I'm missing here, but it seems as if you're suggesting that OKW need the sturmpios to be this powerful to ensure OKW dominance throughout the entire game.
The OKW have the advantage at the very start of the game because of the sturmpios, but once they get pushed off you can quickly take the map with rifles and overpower the volks. If you catch the sturmpios out of cover, you can easily suppress them and force them to retreat. If you have rifles in cover and sturmpios come across them at long range, the rifles will win. You need to make a prediction where you expect the enemy will send his sturmpios, most players will be aggressive with them and send them to capture your fuel point at the start. If there is good cover there or a building, send your rifles, otherwise send your RET. Send the next squad to cap for his fuel, since after the sturmpios are forced off he will need to keep his volks close or he will lose everything he took with the sturmpios. The USF have a great advantage against the OKW if they can win the first battle. |
Indirect fire has become amazing at dealing with the OKW now. Wait for the OKW to attack you and when he retreats his units, hit the medic bunker with all the indirect fire you have. A b4 howitzer with precision strike will completely annihilate all his infantry if you time it right. Then move in and mop up with a counter attack. |