What I don't really understand about those USF OP topics is that USF only received the close range dps buff for the riflemen and several nerf on its mid/late game indirect fire this last patch. I could understand such topic if USF players were abusing the shit out this riflemen buff by spaming them but no, the concern is about building the minimum of them early game.
So how suddenly 2xRM and fast Lt is becoming a thing? M20 is still counterable with one 222 and you can still build 2 222 to close the deal, M20+Stuart still cost 90 fuel to which you need to add the ambulance and potentially BARs for a total of 110 fuel investment. I have seen in my games and on twitch Ostheer players have just forgotten the use of their T2 building, blindly attract by the power of a fast Ostwind supported by a pair of shreck. Yes 100 fuel worth investment early on on light vehicles isn't something you can deal with lightly by just spamming more gren and pzgren until you get your goddamn Ostwind/pz4. You can build 3 222 and still win the fuel contest vs it.
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Thread: Easy USF fix1 Oct 2019, 06:48 AM
In: COH2 Balance |
Thread: Easy USF fix30 Sep 2019, 18:38 PM
Maybe add the cost of the ambulance, BARs and grenade to make you comparison more relevant. In: COH2 Balance |
Thread: Rifles overperforming?30 Sep 2019, 07:08 AM
I don't really understand those Gren vs RM or Volks vs RM comparisons in a vacuum. Gren are supposed to be supported by a HMG at least (could be a sniper as well) and Volks by Sturm (and even Kubel) in the early game while Rifle are on their own unit T1/T2 unlock and potential HMG support since RE isn't going to be a game changer that early. So evidently RM must be superior to Gren and volks since they also face their T0 hard counter in the form of HMG, Sniper and Sturm. In: COH2 Balance |
Thread: Rifles overperforming?29 Sep 2019, 12:42 PM
Your Idea doesn't make sense, just admit it and move on. In: COH2 Balance |
Thread: Rifles overperforming?29 Sep 2019, 06:46 AM
So being a burden more than anything else in definitive. In: COH2 Balance |
Thread: Rifles overperforming?28 Sep 2019, 16:50 PM
How about this? And what do you do with this squad of 3? In: COH2 Balance |
Thread: about okw medikit25 Sep 2019, 16:58 PM
then make changes to those, maybe add a cool skin to the rifles, or try to make ur own strat You know, I never mentioned anything about stat or cost (of which I'm well aware), just pointing out that in a real in-game match OKW usually get their first squad with weapon upgrade even if the player spend munition on one healing crate before their opponent. because in-game, the actual game we play and are talking about right now, nobody is going to unlock BARs or Bren before teching T1 and PPSH aren't going to be available sooner than the first OKW truck setup. So when Sander93 says early OKW healing crate put OKW on the backfoot munition wise and delay STG upgrade, to me this is simply untrue. But you are welcome to disagree with me. In: COH2 Balance |
Thread: about okw medikit25 Sep 2019, 13:51 PM
let's do some math, at the earliest u can get stg by paying 15 + 25 - 10 from the starting fuel You're playing Coh2 on a Excel spreadsheet table, me not I'm talking about the game Coh2 with graphics and in-game mechanism, strategy and tactic and stuff like that. Here probably lie the reason we don't understand each other. In: COH2 Balance |
Thread: about okw medikit25 Sep 2019, 06:58 AM
It set them back so far that they still usually upgrade their first STG44 before any other faction. Being able to heal from minute 2 ou 3 up to 9 squads is a major bonus in term of field presence at this particular moment. The question is not to keep it or remove it, but if is it balance for OKW to get them so early in the game. Only UKF access to their healing as fast and it is as per faction design. In: COH2 Balance |
Thread: Rifles overperforming?24 Sep 2019, 15:22 PM
Why the balance team buffed them is a mystery, they did it just after Devm rant but assume they already had it planed before. Riflemen didn't needed a buff but small readjustment. They could have - move some of their vet3 RA to vet1 - reduce officer build time by 10/15 sec allowing USF to close the 4th unit build gap and maybe increase .50 build time by 10 sec in exchange. OKW - reduce their starting mp - move sandbag behind vet1 I guess the issue today for OKW is the early bleeding. Not that OKW bleed more than before the patch, they probably bleed a bit more due to riflemen buff but they have less early manpower to replace the losses. In: COH2 Balance |
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