Didnt the pathing change did that anyway ? Haha |
OKW underwent a massive overhaul, check it out.
I mean play a match, OKW controlling both fuel points early game is not uncommon.
I strongly disagree. It Sounds more like a outplay if okw is controlIng both fuels. Even if he does you can go for a cutoff since he obv concentrated his forces in both fuels so he cant have any force at his cutoff. If he has strong enough forced at both fuels and at his cutoff you simply got outplayed HARD.Period.
Or you play 4v4 random with 3 afk's.
never saw Holding both fuels in 1v1 and 2v2 without beeing outplayed/ missplayed by myself |
Relic is deeper than we thought
Sounds reasonable, that's why things Are constantly overpowered/underpowered because in wAr certain things are just OP/UP
#immersion #depth |
i have a question concerning building structures.
in vcoh it was really easy to destroy a building which is build up right now. it took huge damage and even when the enemy managed to finish it, it would be pretty low life.
however i have the feeling that this is not the case in coh2. it feels like the building which are inbuild right now are very hard to destroy in comparison to the vcoh game. |
Can't seem to add my Steam numbers nor my Steam name VOV
Anywho, are Maxim spamming still a thing? I've played for months and I've only seen it once (a year ago, yes Maxim spams were more common). The reason why I, my friend, and probably others dont do it is because the Maxim is just inferior in every sense with the exception being the deployment time.
The firing arc is much much narrower, the 6 men crew have less health which means you'll get more 'interrupts' where the Maxim user is killed and the next crewman gets onto the MG but he'll probably get killed before he can fire or even retreat, so the next crewman comes in and etc.
Yes, the deployment time is faster but it's much easier to outflank a narrow-arc-firing maxim than a MG42. Plus, Grenadiers have freaking Rifle Grenades that fire from afar.
Ostheer requiring the most micro? Really? Well, certainly more micro than OKW :V But you have units like the MG42 which covers such a wide arc, is buildable in the very first building (why, Relic?) and apparently is only 240 Manpower compared to say, the inferior 50 Cal MG team, which can handle themselves pretty well. Not to mention those bunkers that keep you on the frontlines with the Reinforce/Healing upgrades or protecting points and flanks with the MG upgrade.
Ostheer also have the best AT gun in the game, which already penetrates most vehicles, has a long range, fires at a faster rate than the ZIS, and also can stun vehicles.
The G43 upgrade is really significant, Ostruppen spam is quite deadly given that they also have Panzerfausts, and I lol when I hear people complain that the PZ Grenadier is underpowered (yes, 2 Shreks + already effective STGs)
And Ostheer tanks, like the OKW's, is already well rounded in having great guns, great speed, and great armor. And there's a loooooot of Tiger commander users. And the Panzerwerfer is probably the best default (non-commander) artillery unit.
Yes, with infantry (save for the Ostruppen) you probably will have to be more careful with losses so I suppose there is a level of micro there. But again, Ostheer have units like tanks that require less micro to handle whereas a Soviet player will need to micro more tanks/infantry to take out a Panther.
Controlling 2 T34s is far more demanding than controlling 1 Panther.
I still stand by my belief that playing Soviets and USF is far more micro-intensive due to having to control more and (arguably) inferior units. I don't know much about the Brits but I will say from my experience: USF/Soviets<--Wehrmacht<-----OKW
My only concession from all of this is yes, losses do matter more as Ostheer which is micro-related.
Oh, smoke and flank. I already do that with MG42s. It is annoying that while Axis get their grenades no matter what (linear progression), USF and the others have to purchase grenades which for the USF, is the only way of flushing MGs out :/
i respect that you wrote such an long and detailed post, kudos for that but i am really afraid that most points dont make any sense at "higher" level of play (im bad at this game, but for for the sole reason of maxims spam is sooo effective while requiring so less micro i got to rank 150 with soviets in 1v1) or the bunkers, which rarely used in higher levels of play because they die so easily and you actual sacrfrice map presence for it.
things can be different if you are a 3v3, 4v4 player but these modes dont matter at much at balance because its much more about teamcomposition (factions synergy, individual skill of players)
and for me it seems like you dont play ostheer much, otherwise you would understand why they need so much micro to be effective, they are all about combined arms and dare you if you lose a squad or missplay once and get thrown off the field completly. oh and that 4man mainline infantry is a hell to babysit mid-lategame, they get wiped SO EASILY. if you watch "pro" streams or tournaments game you see them wiped quite often, in contrary to riflmens, tommies or concscripts which are really rarely lost at higher level of plays. |
I mainly play Allies so i'm a probably biased (though I've played Axis before and i often feel bad because of how much less micro is needed aka it's 'easier') but...
I'm fine with Sturmpioneers in that they have deadly weapons at medium to close range but are actually rather fragile. The problem begins as soon as they enter a freaking building. From then on, you are basically screwed as Allies in removing that Sturmpioneer from that building :/
So, Sturmpioneers as a glass-cannon infantry? I'm okay with the idea. But when they're in buildings, I find them extremely frustrating and :drumroll: unfair.
I honestly dont know how you are supposed to deal with them other than relentlessly attacking the building with MGs, infantry, and mortars. And given how long the process is to either wipe or force the Sturmpioneer to retreat, the OKW player will have capped more points since they were able to delay you.
And even if you, as allies, enter a/the building first, their sturmpioneer will keep firing at you blindspot at point blank range until you have to retreat.
I don't know what I would do with them. Either increase the manpower price or lower their health even more
playercard pls, seems to be low level guessing from "allies, axis".
okw needs less micro (its retarted how effective a-moving that blob is), Soviet needs less micro(maxims a-moving anyone? 6man squasds anyone?).
ostheer on the other side needs the most micro of all factions. so simply saying LOLOL ALLIES MORE MICRO AXIS LESS is a typical "newbi", "baddie" statement
oh l2p and smoke&flank |
Ye reduce AA of all indirect fire and proportional increase the dps of the barrage ability. Rewards good barrage usage and rewards good dodging |
you should kill crawlers anyway, i think they give vision (alteast sometimes they do if bug or not idk) and thus revealing you are planting a mine anyway |
This > Axis fanboy itensifies
Axis is very good right now not mentioning little OP and yet Allies still being nerf
ye with these changes there will finally be 100% axis searching again
#lelicfail
#whyareaxisalwaysOpinthisgame |
Since when are 80 of 240 50%?
50% just sounds way more Powerfull and dramatic, isnt the forum about that? |