Hey guys, I created this thread so that we can look for ways to counter the new OKW in 2v2s and up.
Cookiez and I have been experimenting with a build, which is pretty cheese, but seems to work all right.
Both players go Calliope Commander.
Player 1:
Rifle
Rifle
Rifle
LT
MG
CPT
ATG
M5 HT
M20 (for mines)
2 Calliopes
MJR
Jacksons
Player 2:
Rifle
Rifle
Rifle
Rifle (Optional)
CPT
Pak Howie
ATG
Pak Howie (If possible
Stuart (if fighting heavy mech build)
3 Calliopes
MJR
Jacksons
Profile of comm_ash
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Post History of comm_ash
Thread: USF vs. OKW December Patch4 Dec 2015, 02:26 AM
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Thread: Does the Katy need any buff or tier changes? 1 Dec 2015, 09:49 AM
The only thing I think katy needs is maybe suppression on its barrage. This will differentiate it from the panzerwerfer. The Katy will be area denial, (lower damage, but suppression over larger time interval), whilst the pwerfer is a sniper (huge alpha strike and isnta-pin). In: COH2 Balance |
Thread: Balance Preview Patchnotes23 Nov 2015, 22:59 PM
Not true, all factions pay for their weapon upgrades and grenades through teching. Ostheer does this directly through paying an inflated tech cost (battle phases), which pays for their side costs as well as their tech. Allies pay through side tech, which while overall more expensive than teching the Ostheer way, allows you to make tactical choices and get by with less than 100% investment in your units. OKW currently pay about the same for tech as USF, but gets their grenades, weapon upgrades, healing, repair, and static defensive building through this cost. This is the reason why the pre-patch OKW has such a dominating force at all times, without sacrificing any lategame armor tech. Not to mention they get better top tier units out of their T4 than USF, as well as (arguably) better low tier light vehicles. In conclusion, if you want OKW to get their weapon unlocks and grenades unlocked through teching like Ostheer, they have to pay the prices that come with those upgrades, in the form of more expensive teching costs. Otherwise, the only way to balance them is to give them seperate side tech to pay for these upgrades with. In: COH2 Balance |
Thread: Balance Preview Patchnotes23 Nov 2015, 22:47 PM
Volks definetly need to pay side costs for their grenades, their panzershreck upgrade, and the special "abilities" of the deployed trucks. This will add more options for OKW early game (go for fast nades for building clearing? shrecks for AT?), as well as make the 100% income OKW more in line with the other factions. This change will also allow more experimentation with delaying the early trucks and the schwerer indirectly by imposing side costs, like all the other factions have to pay. In terms of the whole super fast panther issue, I think OKW should have to pay an "unlock" cost to get to their panther availability, and also require this upgrade to be researched to unlock the KT. In: COH2 Balance |
Thread: UKF Sniper Critical Shot22 Nov 2015, 20:22 PM
Man you people are clueless. Look at it this way dusty, the issue with changing the sniper is that it is the Brits sole snare at this point in the game (unless you go weapons doctrine). Every other faction with snipers have access to snares so that they can actively screen their snipers. Without any snare on the entire brit early game, you make snipers unviable because they become impossible to defend. I agree that the sniper needs changes (50 range 100%pen snare isn't very balanced), but it is currently holding together the brit early-mid game (hence why people use it so often). Something needs to give in exchange so that you can actually actively screen your snipers. Mines don't really count because you can't actively screen with them. They are also only useful on maps with bottlenecks at the early stages when you have a sniper vs. 222 matchup, since you don't have the munitions for many. I would say that IS or RE should get some kind of snare, so that they can discourage light vehicles from ignoring them ad going straight for the sniper. In: COH2 Balance |
Thread: Balance Preview Patchnotes20 Nov 2015, 03:15 AM
Any chance above 0 is still a chance. I would like to see the "flying over hostile base" mechanic also applied to the axis drop, to give a little more counterplay. The whole not dropping in base aspect can be considered the tradeoff for having the freedom to trade your manpower (more easily attainable resource) for either fuel or muni. At least IMO. In: COH2 Balance |
Thread: Balance Preview Patchnotes19 Nov 2015, 08:42 AM
Hmm, good point. What if we took the OKW grenades, and put them behind a separate unlock, since the fuel income is no longer an issue. That way, OKW now gets to make an early game decision. You can also use this to make the panzerschreck an upgrade unlock, to slow it down from becoming a mindless early upgrade, maybe with some AI upgrade as another option thats unlocked. OKW no longer needs all their upgrades tied to tech, since they no longer are starved. You get diversity, more tactics, as well as a more "meaty" OKW tech. In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 22:31 PM
Trust me, the kubel was insane in the alpha. I regularly had about 3 of them + 3 sturms, and just always owned the whole map. With no fuel cost, you just end up floating mp (damaged kubel don't cost mp to reinforce, and enemies can't really ignore the kubel pushing them out of cover and flanking their cover), whilst still being able to techup quickly. Once you lose the kubels, you can even salvage them for extra fuel compared to your starting fuel investment as well. The 5 fuel cost will address the second issue while also limiting the ability to kubel spam, indirectly fixing the first issue as well. In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 20:27 PM
Anyone know if now okw tech is linear? Tech would be far too fast if mech hq could be skipped, so I am assuming that okw tech is now similar to soviet tech, in which case I'm a little confused on how the KT will work. In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 20:15 PM
Get the fuck in there Breaking Brad delivered some very, very, good changes for the 1v1 mete here. You can make everyone use the balance preview, but that may cause issues of its own. We dont want vloks flame bloberino but we want echelon flame spam of doom. Leliclogic.tm Won't be much different than flamers on pios/ ces. The issue with rifle flamers was that rifles wrecked infantry out of cover with rifles, and in cover with their flamers. In: COH2 Balance |
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