Wait I'm confused, I'm hearing complaints about LeFH doctrines - what's wrong with mechanized? Talking 2v2 here.
Grenadiers in halftrack - okay this is probably overpriced for what it is, but sometimes it has uses, and you can always just avoid it (one bad ability does not make a bad doctrine)
Stuka smoke bombs - it doesn't instantly save your tanks from horrible decisions the way panzer tactician does, but it's basically the exact same thing as Sherman smoke but does NOT require a tank in the area, or that tank to stop moving to fire it, so it's better than that at least, and like Sherman smoke, with a little foresight you can use it to cover your retreat tanks from Jacksons or AT guns or whatever right?
Spotting scopes - this are actually fairly awesome aren't they? Self-spotting STUGs with target weak point are pretty mean against tanks and the extra sight is also nice for mortars and such and generally just knowing what's going to happen. Plus you can get a 222 that basically maphacks.
Command tank - it's not a game changer but it's a decent anti-infantry tank and in team games it can buff a lot of tanks - in a big armor push, with another P4, a STUG, and a Panther or two, that bonus goes a long way, at least I think.
LeFH - kinda in question in this thread, but I'm gathering it's okay at least.
|
counterbattery is one of the best ways to counter mortars. its not as good vs katyushas since katys basically just dump their payload relatively quickly and can move out. generally its better for you to just manually select targets with your barrage, counter-barrage just kind of makes it hands free, but it can also target ZiS guns that are barraging, scots and such which would be a waste to barrage since theyre so mobile.
So you would recommend building it though, Lemon? Will it counter enemy mortars better than the regular Ostheer mortar?
|
Hi all,
I've heard mostly negative things about the Ostheer howitzer, and my own experience with it has been fairly awful - I build it if I'm winning by a bit, and after I build it, the game tends to get a lot more even , with the emplacement soaking up lots of MP and usually hitting literally nothing at all. But I'm really intrigued by the counter battery ability. I feel like this could have good results versus soviet mortars and Katusyhas. But I can't test this myself because my LeFHs usually don't hit enough to get vet 1.
If you get the damn thing vetted, can it reliably knock out Katusyhas and 120mm mortar squads? Or at least disrupt them?
|
it's a really heavy investment which really only pays dividends if your opponent is blobbing. now, with that said, i don't think it's the combination that's imbalanced, it's the inability to dodge the strafe, even when maintaining reasonable separation. '
Yeah, that's kinda what I was thinking, actually. If you had to be seriously blobbing to get nailed down by the pin strafe that'd be different, but as it is, it just seems to me like you get very heavily punished for not even playing that badly...
Looking at the ammo cost, though, it's
Pin: 60 ammo
Recon: 35 ammo
Stuka bomb: 160 ammo
= 225 ammo in total.
If you manage to get 2 double m1919 riflemen with this, the enemy loses 280 ammo for your 225, besides the squad wipes. Hmm. Now that I write that out, maybe it's not actually that powerful a trap unless used on a blob. |
Is this combo balanced? I used it in a game a few days ago to wipe four squads of guards. Admittedly, that's only time I've gotten it to work, and I’ve been trying for a long time, because of how trolltastic it is. What do you guys think? A suitable punishment for blobbing that is easily avoided with good play, or a cheesy combo?
Edit - I'd post a replay but I don't think games at my level necessarily prove something is unbalanced. Kinda why I'm looking for input here. I do have the replay if someone really wants to see it.
|
Going double Wehr was always an option obviously, but it's always seemed to me that double OKW or mixed were just more flexible and effective options (would be interested in hearing opinions otherwise of course). Lots of the changes we've had recently have made Werhmacht stronger, buffing certain units in particular like the Wehr sniper and the MG42.
So whereas before (at least I always thought) it was better to have one Wehr player and then an OKW player for shreks and such, now that Wehr is more versatile and OKW is a little weaker, it might also make sense to have two Wehr players so you can do plans such as:
Player 1: MG42 heavy build
Player 2: Sniper build
From a late game perspective, the Stug-G is a fairly potent tank destroyer now, so I can also see double wehr builds like this one making sense:
Player 1: Close air support strafe spam/LMG gren spam/Pgren with shreks spam
Player 2: Rush T3 for a P4 and then build Stugs and such.
Thoughts on this? |
Hiigarians OP, plz nerf. |
I find them fun to play, though a lot harder than soviets or especially OKW. I'm not very good with them but I enjoy their design. |
CoH2 is definitely going to win. This community may be small, divided, occasionally hostile, full one faction warriors and trolls, but if there's one thing we can do, it's farm.
We shall farm on to the end. We shall farm on Semoisky, we shall farm on Steppes, we shall farm with growing confidence and strength on Pepperidge Farm. We shall never stop farming. And if, which I do not for a moment believe, Pepperidge farm is removed from the Steam workshop, then our farmers beyond this map will carry on the farming. |
Interesting ideas, Ninja. I gotta second what others have said though - if you're looking for more authentic, 1v1/2v2 is where it's at. The meta is way less heavy tank dominated than the larger modes and there's a lot more room for combined arms and lighter vehicles because everyone isn't teching up so insanely fast and there's not so much wanton firepower blasting anything that isn't a least a P4 to pieces.
The team aspect is my main interest in this game and I really wish Relic had emphasized 4v4 instead of the smaller modes, but the game really just isn't as optimized for that many players. |