Think about its ability.
You have found 2 Maxims and ZiS gun far away. Launch Stuka with great precision since you see them.
You just killed around 500-700 MP in 1 volley far behind enemies' lines without any risk from you and without reavling you plans by recon or flare.
Enemy sees searchlight going back and forth over Maxims and Zis then hears Rockets moves Maxims and Zis, you just wasted your Stuka strike...
The enemy can SEE your searchlight as this red strip moving over their stuff, it isn't like the flare where it is hard to tell if when an OKW player uses it. Also the range on the unit isn't that impressive on most big team game maps and on smaller games, most people want to reserve the manpower and pop cost for more infantry.
Yes do remember the OKW player is wasting pop on a unit with ZERO combat capabilities, give it 10 fuel cost and be done with this discussion. |
Sooooo.... what? If someone with a higher ranking than me disagrees with me, I am automatically supposed to concede that they're right? Is that how things are done around here? If so say it now and you have my word I will never post here again.
And those names mean nothing to me.
When multiple people with a higher ranking say something is OP and have streams where people have seen the units over-performing, then yes they have more credibility than you.
I have your word you will never post here again? |
Relic producer said playing coh2 should be a pleasant expirience. Fuck no, not USF. Other factions yes, but not USF in team games.
For some people it is, Relic didn't make this game JUST FOR YOU. |
The only change needed is to grenades with suppressed infantry; grenades should be disabled/range reduced when infantry are suppressed. That they can still run into a HMGs arc crawl up and throw a grenade (especially Rifle Nades and Baseball Player Riflemen) is silly and makes it seem like the suppression still isn't enough. I would be fine with smoke nades still working, but damage grenades should have significant range reduction. |
still it wasn't long for me to realize that there was something "off" about the balance. i dont need to play 50+ matches against the human opponent to quickly realize that the axis have an unfair advantage in the larger games. not to mention the OKW and OST dream team combo
So, according to your logic, playing one position in football for 5 games, makes anyone a master at how every position works and how every team in the division functions? Or if that person is losing maybe he just doesn't have enough skill and is trying to disguise it with nonfactual accusations of unfair advantages.
I think that Brits will be fine on release and I think USF will still see play in large team games as having the early pressure of Riflemen and Stuart will give UKF enough time to build up to its larger weapons to close out games. |
AT's will always beat randoms, hard to balance around that. You can make allied team work more intuitive and easier to pull off like it is for Axis, but there is still the issue of 3v3 and 4v4 map's being unrelenting shit which is the biggest killer right now.
Brits should help things, as it will increase the allied player pool (one of the big reasons allies have a poorer time as well is a very tiny player pool). But again the primary culprit here is maps were it's really easy to turtle on.
What is your explanation for OKW being unpopular in the LoH tournament then? Because I am pretty sure it's due to a couple of factors:
-Just 1 OKW player can provide you with all the counters you need
-OKW is punished a lot harder by Katyusha's and priests which can't be reliably countered with CAS
-Cannot contribute to the construction of fuel and munitions caches
-Jadgtiger is much harder to use than the Elefant
-The large increase in indirect fire makes keeping vetted squads alive difficult and loss of vetted squads is a game killer for OKW
-Easier to be outnumbered, a JPIV is a amazing TD but when outnumbered 4-5 to 1 is difficult to use. Ostheer can rely on cheaper easier to spam tanks.
-Enemy AT is much more plentiful in general, which makes countering the much smaller in number OKW vehicles fairly trivial. Meaning a greater amount of micro has to be invested in keeping your tanks/light vehicles around.
This has pretty much been me and my friends experience recently. OKW just feels like it is missing something and whenever I play them I feel the punishment of having such specialized units. |
i just hope the brits are on par against the axis cuz currently axis are mopping the floor against the allies or was it curb stomping them to death?
How do you draw this conclusion? You only have a handful of games with one faction so you really don't even have the experience to make such a broad statement as the above. When you have as little play as you do it really just comes off as you being a sore loser and complaining that it isn't your lack of game play skill, but rather that the game itself is broken. When in fact the Axis are only "better" than Allies in 3v3 and 4v4 and Allies are better in 1v1 and 2v2 (both by a slim margin). The early and mid game of the Allies is still better than that of the Axis. |
all on all good patch...but 2 majoe big problems ml-20<< lefh and revert STURMtiger changes and make ml-20 damage 200....if relic you are not going to revert sturtiger changes i m leaving coh 2 it was perfect now it will be now useless again......since a.v.r.e will largely overshadow sturitger when infact it is a superior unit....i would have liked a preice increase fro sturmtiger increasing its aoe and damge but nope so it became more risk and reward but nope relic nerfs sturmtiger.yes ,i am salty and no i m not kiddding if sturtiger changes are not reverted fuck you reilc and coh 2 i will never look back at this companys game again
UKF isn't out yet, stop freaking out over something that isn't released yet. No one has seen what it can do since the Alpha except for a less than 5 second clip on the Preview Unit videos and even then most of those were semi-staged to show the units doing incredible things(HYPE!). |
WHY?!
The Quad dies in 2 shots to any Axis AT. Isn't that enough?
Why is it so awful for Axis players that the Allies get good units? The M5 is perfectly fine as it is. How about you use the MANY options you have to kill it, and quit trying to give yourselves automatic wins by nerfing into oblivion anything and everything the Allies have that fulfill their intended purpose?
Yall killed the 120mm, Penals, Molotovs, the ML20, the ISU152, Katyushas... and that's just the Soviet units.
L
2
P
And quit whining
Whining pot calling the kettle black....
L2P without relying on over-performing units yourself. The "best" stuff for Axis is balanced with high costs and having smaller squads trying to maintain map control. even then "best" is subjective to Vet levels and stages of the game. Starting off riflemen are the "best" line infantry, late game it could be considered Vet 5 Obers with Stgs or Vet 3 Paratroopers with Thompsons/LMGs, both of which are useless vs tanks. Soviets still have the best combined arty in the game, 120MM mortar is now much cheaper for doing full model damage and the SU76 got an excellent buff. |
Everything people said above plus an extra dose of L2P.
Also if they are converting for muni for the Scavenge arty, then they are getting very little fuel income build some vehicles and punish them for it. |