Define "working"... When volks didnt have stgs, they had schrecks, and during that space of time (when i first really started playing coh2), allies were a free win with full stun stuarts, instawipe t70s, maxim spam, and hilariously efficient cromwells and comets. The light tanks were rebalanced, but volks already had stgs by then. My point is that the game was entirely different back then when volks didnt have stgs.
And yeah, stuarts and aecs arent hard counters, I really oversimplified it when its not that easy. It still severely limits the luchs' ability to go aggressive and get wipes though, but again, youre right that its not an instant luchs counter.
In which case would a similarly expensive, similarly vetted (same xp) allied unit (not cons) lose a 1v1 from heavy cover against rushing volks? Single bar rifles (admittedly requiring tech) would win. Single bren (again, requiring tech) or even vanilla infantry sections would win. Penals would win. I had to make a lot of exceptions and qualifications, but volks' effectiveness still seem to be widely overstated in my eyes, even if only slightly.
Before the reign of Stuart/T70, Volks had shreck upgrade and that was it. OKW were struggling in other forms link to their stupid design but they weren't inferior due to a lack of AI power on Volks. Shrecks have been removed because of incredibly stupid volks blob that was sniping any vehicule and the incredible fast vet they were gaining from it.
In the current meta, you are not supposed to win vs OKW as USF on early game.
Sturm > RE, RM
Volks = RM
Kubel > RM = RE
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But then the issue is that beating okw becomes as simple as countering the luchs. The AEC always comes at or before the luchs, and the stuart has an equal fuel timing. Meanwhile, brits would be able to stomp all over volks with double brens and usf would stomp all over volks with double bars. Obers just take far too long to get out, especially since you just got mech + luchs + (presumably) battlegroup + healing. Now, if the EFA/WFA rework mod is implemented, I could see the removal of stgs working since obers would come out 60 fuel sooner. From my evaluation, if you remove stgs from volks, then volks will become to riflemen/sections what cons are to current volks.
That said, changes I would've liked to have seen compared to the current patch is adding a fuse to flame nades, increasing stgs to 90 munis, and changing the 10% acc bonus that volks get at vet1. I think okw players should have to choose between spamming flame nades, spamming med crates, or spamming stgs. The removal of the 10% acc would mean that theyre missing 10% acc (~9% less damage) at all vet levels.
It is not like Volks were having STG since the beginning. It was working while Luch/HT and Kubel were in far worst position.
AEC and Stuart have also been nerfed. A Stuart is not a hard counter for a Luch and the AEC while being far better at chasing Luchs is in a faction with no snare and OKW still have raketen T0.
Removing STG would definitively help vs Soviet and USF, we would not see anymore a Volks squad rushing your own squad behind green cover and winning the engagement just because they have STG and throw you a lavanade forcing you off cover while they take it.
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Volks should have never received STGs, dunno why Relic wanted to re-balance volks after taking from them the shreck. OKW have Sturmpio to deal damage early game and Obers late game and volks as meatshield.
Said that, lavanade is probably the biggest offender here. |
I do like Lost Glider though, Armor is super good on it, I don't think there is any map where OKW can't do their Truck Carnival protecting their ISGs.
Armor and EZ8 doctrines are good on it but still, the map advantage both Ostheer and OKW vs USF. LaGleize gives such a huge advantage to OKW simcity, that's why I veto the map.
What I'm surprised is people banning Bryank Forest as USF. The map gives good advantage to USF if you are careful to not fall in early OKW traps (Sturm hidden behind a corner raping your first squad). Lot of flank room, few cutoffs, advantage to midrange weapons, great use of Smoke grenade, almost no buildings.
As Ostheer I always use G43 spam/blob on this map, have a great result with as well.
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As USF, LaGleise, Lost Glider and Halbe.
LaGleise, too much concret buildings. Its an infiltration fest map coupled to an easy time to build a stronghold as OKW north or south close to munition points.
Lost Glider, too much concret buildings at key points and strongly advantage long range weapons while in the center the church deny any cover play. Again, infiltration unit fest map here with two concret buildings close to VPs...
Halbe has probably be design by someone who hates USF.
I could manage to ban Westwall but I like to test maps a lot before that. Here again, strong advantage to long range weapon + super easy way to build stronghold as OKW.
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So a .50 would kill faster a Luch than a Atgun. Interesting. |
Okw has an assault squad (for early game anyway) that doubles as uberpioneeers, mainline infantry, the kubel, and an atgun in t0. You also get access to an mg no matter what tier you go. Ost has an mg, mortar, mainline infantry, and a sniper in t1 (which is built right away so might as well be t0 for timing). So why would that be op? That being said, I don't think it's the solution for usf.
Axis players want USF mainline infantry to not overcome their cheapest infantry but don't want USF to get an easier access to their support units to balance it.
USF design is screwed in any ways. |
That's because the changes make the Greyhound the king of the light vehicles, and it never goes bad, even in the late-game.
3 CP and people could use it to completely wreck enemies in low-resource maps (e.g., Caen, etc).
Imo remove its kingness and make it more accessible, USF is already struggling to reach CPs since they don't build anything ,the unit is just going to be too late. (And it is going to be even worst in teamgame)
Arguments are the same as for Paratroops, yeah they are great but come too late.. |
If you need counter anything on foot use Scott.
I find sherman usefulsness as last 2 units in my army composition to counter Jagd and Ele under smoke cover(or flank) by blocking it and using p47 in that moment
Jackson + Scott cost the same as 2 shermans.
I like the Scott and Jackson combo but imo it doesn't work in the actual meta. It is simple, I wasn't able to reach top100 2vs2 random with Scott and Jackson and then I reached top25 only by switching to sherman.
The sherman has a much higher shock value when it hits the field compared to the Scott and you really need this shock value to close the game as soon as possible to reduce the Windows of Jagt and Elef.
What I'm looking at is a combo Sherman/Scott, I want to try it.
If one day Relic patchs the game and Jagt and Elef strat are nerfed, Scott/Jackson will be appealing again. |
I would recommend you NEVER fkn EVER go for M10 commander in 3 vs 3 or 4 vs 4 mode.
There are 2 commanders for major of the map that WILL help you in mid (1) and late (2,1). 1 with Priest. 2 with p47s.
you may want Dodge51 commander for Steps (the most stupid map in mappool, some other just unplayeble but that one has stupid design)
90% Wermach in 3 vs 3 or 4 vs 4 rush to Flame HT and then (or) to tier 3 units those are pz4 or Ostwind or Stug. SO you first unit should be Jackson for kill those specific unit after that put in base decrewed. In the begging they have only MG42s and Pios so act accordigly to counter this shit.
A sherman does the job too and can counter infantry play. |