You say they are fine but provide no justification. I said all nations are largely fine. As discussed in my first post there are minor issues to all nations. I did not ask for ridiculous nerfs pertaining to Sovs or US. Im simply addressing current issues that are breaking the game atm.
Come Duel pls, i with OKW. We will see ;-) I dont need argue, i will show you
Lt. Steiner
OKW op.
I mean: U never play allies :-)) 5 games of 20? *Laugh*
We can upload the Duel here! |
Hi guys,
Long time lurker first time poster. Just wanted to express my opinion about the current state of balance and issues plaguing the game. Please feel free to add your opinion to any of my points:
Soviets:
- Not a whole lot can be said about soviets. They are the strongest Nation in 1v1 by a considerable margin. They have a diverse set of units and strategies that can be used. Units are extremely powerful and they have multple armor options. T-34 85, IS2, ISU, KV8
- Zis3 barrage a bit too effective for price. Especially when combined with maxim. Perhaps increase price to 80 muns?
- Soviets do need a few issues addressed however. Balance is generally good. However i believe now too many people are exploiting the over performing nature of the MAXIM. It is extremely durable and difficult to dislodge added to the fact the soviets can merge and its combined suppression and damage makes it far too effective. Particularly vs OKW.
- I believe IS2 heavy tank has slightly too much Armor a little too difficult to penetrate
- Shocks and guards need an armor nerf in the same way Obers have JAegers have and decrease incoming accuracy the same way in line with relic viewing the game.
- Partisans, no idea what this unit is really for. Has no real place in the game. Please give it a unique ability.
- ISU 152 sigh*
- Soviet sniper. I believe there has been enough discussion on this. So wont add to it.
OH
Definitely has outstanding issues:
- Extremely susceptible to US infantry blobs and soviet Call in units.
- Grens and PGs desperately under performing vs US forces and to a slight extent vs soviets. They need some love. PGS need a desperate armor buff and grens need one too 4 man squad is already a huge detriment to have esp for demo charges and mines.
- OH T4 is none existent and not feasible at all. Too expensive and units are under performing or too expensive.
- Flame HT, when will this ever be made viable or feasible ?
- MG42 needs a moderate damage buff and slight durability increase.
- Assault grens are virtually extinct something needs to be done to improve effectiveness.
- 222 needs some attention. Comes out a bit late in its current state to be effective. Needs HP and damage increase.
OKW
- Panther too expensive, lack of adequate counters vs blobbing and extremely susceptible early game
- Volks are pretty trashy. The problem is Cons can Oorah in close and the the long range advnatage is negated almost instantly.
- Early game suffers tremendously vs Soviets and US forces.
- Flak HT is the same price as US AA track yet cant move, does less damage and has a 3 second set up time ? While US AA has a mobile 50 cal ? No idea what is going on here.
- Make MG34 availabe as normal Unit.
US
Boy where do i start..
- Lack of options really. Rifles are simply too powerful and there is little need to deviate from spamming them. So why go for anything else? Add a m1919 and watch the enemy cry in fear. Add two, and well..its goodnight.
- US AA, basically gamebreaking atm. Especially for OH. Mobile death factory.
- Need at least one heavy armor option on a free to use commander.
- Jeep call in to CP1
Thanks
PLEASE: Dont say wrong balance things. OKW is FINE as it IS and OSTHEER too. There are MIGHTY combinations u have no idea.
I challenge you to a CoH Game and i will play OKW and u ALLIED Forces. My Name is Lt. Steiner |
Dearest community.
As tournament organizer, I need to ban certain things in order to make the competitive play more enjoyable / balanced. Cause I can't mod the game, my only options are banning certain commanders.
Case Luftwaffe.
Luftwaffe can be a very good doctrine, and without OKW it's just a good doctrine, nothing more nothing less. The problem with playing OST+OKW, is that it can literally feed the OKW player fuel for the entire game. In that way, certain tanks can come on the field much earlier than in a normal game without the Luftwaffe commander.
YES.
This also has setbacks for the player who plays luftwaffe. He has to give manpower for these fuelcrates. Agreed. But a Kingtiger on the field around 15 mins, isn't ok for competitive play.
I'm talking about games where the fuels are next to the base (Semois), or in larger teamgames on static maps.
Relic nerfed the Opel Trucks so they only give resources to the player who picked the doctrine. That's for a reason. And I'm thinking of banning that commander for the same reason.
Resources are for the player itself, not for your fellow players.
Anyway, I hope there will be some constructive opinions on this.
It's not about LUFTWAFFEL OP OMG BAN ISU BAN JAGDTIGER OP OMG
It's about the fact that you can feed the other players, which has major consequences on the game.
So;
Should the Luftwaffe Commander be banned in future teamgame tournaments? (4v4 Ladder, The Underdog Tournament, Autumn Cup, ...)
Thank you.
e: Bulgakov; It's not because we lost against you that I'm making this topic. Yesterday, we had a similar conversation about it in our clan. Good game btw
I can't understand, that Russians hadn't the Commander.
In 1944 the Germans were poor on fuel and Luftwaffe. |
Its just sick as fuck to use, i think the only counter is jagd for range combat, no one uses the elephant anymore, and with gaurds "gaurding" it button makes it so easy to rape anything.
Also mines on its retreat path is nice
OKW basically have nothing, even a KT struggles against it.
U are absolutely right |
Is it me, or does it seem like Volksgrenadiers seem a lot more hardy than were were before the last couple of patches? I remember an Airborne squad seemingly get shredded last game by one of these (one or two of them got gimped by a Panzershrek, if any of you people want to know).
As a side note, they also seem to take less suppression. I'm pretty sure my enemy didn't have that "Total Disregard for Safety" bulletin (Volksgrenadiers take 10% less suppression).
Just wondering, anyone else feel the same? Any ninja buffs / nerfs they might have gotten?
Relic tends to overbuff Germans many times... |
Speaking from experience these are the current problems that the ostheer army is facing :
- Faust is to weak and has a very short range.
- Grens do not scale as well as riflemen late game.
- Pgs are useless. They have too little armour and are easily shredded by BARs. Also shreks should be bought separately at 60 muni each.
- Their reinforcement cost is too high considering shocks own pgs and they cost less to reinforce.
- Easy 8s are too powerful for thier cost. They need a cost increase(440 manpower and 150 fuel) as well as a CP increase (9CP).
- Jacks are too powerful. They destroy panthers in 2 shots.
- The vehicle crew should be for all the factions and not for the US only. What is so special about them??
- Scout car armour is too thin even at vet 3. A con At nade brings it down to nearly 0 health.
- P4s need a dmg and penetration buff since they get owned by nearly any tank.
- Tigers need some more armor as they die too easily.
- All ostheer tanks should get a sight range increase as well as damage.
- Reduce teching fuel cost. It is too much fuel.
- FIX ALL THE OSTHEER COMMANDERS especially the elite troops doctrine. Vetting troops for 25 fuel is not feasible. It should only cost manpower.
- NERF the rifle company big time. It is way too OP atm. Getting vet 2 rifles 3 mins into the game is imba.
- And last but not least give the ostheer an excellent commander because all of them are crap.
Russians and US have great commanders(Airborne,Rifle,Shock frontline tactics and all the t34/85 ones.)
I have no problems with Ostheer against that things,
Please learn to play. U can outrange Jackson with Elefant, flank him with Panthers or PIV's he has Paper Armor. Just look Stream from HelpingHans, go out with AT guns
And please dont cry so fast NERF |
Let's go through the US off-map abilities.
The 240mm barrage is basically useless, and absurdly overpriced for what you get. The cool sound effects are gone too.
The P-47 air strike is awesome... when it actually works. Half the time it shoots a building or the ground. In COH you could control your planes' angle of attack. Now you have no such control, and even an air strike against a stationary panther may do zero or negligible damage because of how narrow it is. So too expensive for how unreliable it is.
The 150mm barrage is way too good by comparison. It falls the fastest and most accurately, is cheaper than the above, stuns vehicles and does massive damage. It can destroy an OKW truck at full health with a little luck. Usually you'll need to hit it with one or two shots from an AT weapon of your choice.
Time on target barrage is almost just right, but takes a bit too long to arrive.
Major artillery is a total joke. It's the cheapest artillery but also completely useless. It drops three inaccurate shells. At vet two it drops five instead, making it... still useless.
I&R pathfinder artillery is actually pretty good. I think it could be better though.
So here are my suggestions:
240mm should not give warning smoke (but it SHOULD get its sound effects back so the enemy can hear it coming, similar to the V1 from CoH). That will somewhat make up for its ridiculously large spread by leaving the enemy uncertain where exactly it is centered. I think it should be cheaper too, considering only the first two shells are likely to actually do anything.
P-47 needs to be a little more accurate. I'd also really like to control angle of attack to avoid frustration with buildings and terrain but I know that's basically asking for a completely different ability.
Switch the effectiveness of the 150mm barrage and the I&R pathfinder barrage. The pathfinder barrage requires more skill to drop on an enemy truck than a simple call-in. It also requires the recon commander, which is not all that great so it could use a small buff.
Major artillery just needs to be pinpoint accurate if it's going to only drop three shells. It needs to fall a little faster too. Ideally if they see the smoke immediately they should be able to safely reposition. If they see it a second late, they should be able to retreat without losing any full squads. They should not be able to sit still and take zero casualties.
Time on target just needs to fall a little faster.
Suer Posting,
I hope it will be heard. U are right!!! |
I find it's quit easier to play OKW or Ostheer |
Hey Guy, (Topic Creator)
A Friend of me and myself saw the same thing like u. We made the same experience. |
Much hiding nerfs for Allies |