So where's the problem here exactly, the Allies are against this either way now so... most of the matches are team games anyway so it really just doesn't make that much of a big difference and besides, Luftwaffe and Fortifications are the most used OKW doctrines just because of the MG34 and because they're overall good, I feel right at home with the OKW once I take Fortifications, especially now that they're getting the LefH and MG34 by default. And again, if you decide to go for MG opening, that will effectively delay your tech-ing and other main line unit production and like most Allied pros say, just go around the Bofors (in this case the MG34/42 + Sturmpioneer combo) and wait for proper firepower to deal with it, hell the Brits have flamethrowers doctrinally now, so if you got a Soviet or USF Ally you can work together like the Wehr and OKW players are and cover the flamethrower sappers with smoke, especially now that the USF is getting a mobile mortar team. Coordination and communication is what wins games dude, no matter the odds, well, we're not talking about really OP and broken balance or bugged things like the OKW in the beginning for example but yeah, UKF and USF combo proves to be a worthy opponent to any Axis team.
Don't you understand Relic is balancing the game around 1vs1? omygod
Open your eyes, do something. |
There are much more RNG in this game than people usually think, I remember a poll where people stated having 10% games lost or win by RNG. Imo it is much more, people tend to only remember big impact RNG situation like the one sratchedpaintjob described (tank diving lost). There are much more occurring in every game starting at your very first engagement. Those aren't winning or losing the game for you but accumulated, they put their certain weight in the balance than you think if you don't pay attention and use it for you.
When I play 1vs1, I can detect my rush or bad momentum. I usually stale and wait when I see too much RNG occurring against me and wait for its end. When I'm on a rush, I try to be a bit more greedy and see if it pay off.
About slow firing unit, there is a simple solution. You make them always doing a base damage if not missing.
If your tank does full dmg, you can secure 50 damage and then apply % on the 150. |
I see your point but what you're explaining here is still some situation or scenario made up in your head, not in the actual game so you're not 100% sure how things will play out. Now if we could only experiment with it and see the actual results maybe it would prove both of us wrong, who knows, but until then I suggest you don't feel so sure that this will be the exact thing that will happen, the new patch changes a lot of things, maybe the next one will change them up even more.
If you can't see how this would be a problem, the issue on your side. There is nothing to experiment when it is already experimented in teamgame OKW+Wehrm sending SP+HMG42 to take a point. Nothing Allied can produce that early can break this combo.
But in teamgame we are not talking about cutoff but usually fuel point and this mean the rest of the map is safe and free.
The rest of the map when your cutoff is taken doesn't really matter... |
Well I presume you forgot to actually respond to my post and to understand why OKW sim cities will never be as effective as British ones but I guess its my fault for even trying to respond to someone who always wants to make a smarmy little joke.
Who cares if it is not as effective as Brit one? It exists and is enough powerful to win games since WFA release.
Brit best tool to win games is nerfed => Cromwell. At least crush didn't make it through the patch.
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I see the mortar more as an alternative to flamer which require a specific doctrine. I don't see anything in the patch that will make it mandatory to fight Ostheer or OKW in 90% of fight. Good old flank will continue to do the job. |
Can't wait for the Major arty buff. I'll not be anymore sacrificing this unit anymore in 1vs1 to free popcap |
By dominating I mean having both fuels and all vps. Mortars or totally ineffective against any decently set up simcity and cause you to bleed like crazy.
It's not usually just one bofors or one mortar.
Post a replay where you single handedly take out a simcity.
Once a mortar pit hits vet 2, they easily cover 2 vps on pretty much every map.
Once they 2v1 a fuel and set up simcity the second vp is theirs as long as it's covered by the mortars.
Post a replay of yours so we can analyse how you end up to lose while having 3vps and both fuel points at start. |
So your going to have 2 222s doing nothing until the stuart gets within faust range? 420mp and 30 fuel doing nothing. If u reveal to a USF player that u built 2 222's hes going to get a stuart and easily stun + kill the 222s. The only way to kill stuart with 222's is to let the stuart get within faust range, then faust it, make sure your 222s are at full health, then drive behind the stuart, pray to the RNG gods, and hope the captain is nowhere near to support, and hope the stuart doesn't use the stun. This strat works for all other vehicles though. (For the aec you need 3 222s to be sure)
I usually reach late game with at least 1 222 vet3 if I build 2, so no I don't do anything with my 222s. 222 are great to scout and protect your flanks. And don't be stupid, you have your 222s before he has 1 stuart so he builds it to counter you.
You are too much in the theorycrafting around "If I build that, he'll build that and then this will happens then I don't build it so nothing happens". No, you build it and you know he'll be trying to counter you so simply be prepared. |
Everyone needs to remember that Volks have alot of offensive Vet bonuses compared to Rifles when Comparing StGs with Bars, theyre gonna get dangerous with those StGs and they will get dangerous real fast
Not sure for the real fast without shreck and bonus XP it provides. They gonna get hurt a lot by light armored vehicle same if they keep the faust. But yes when they manage to get vet3-4 they are going to hurt a lot. |
Losing just doesn't feel deserved because losing in CoH2 means losing to cheese, RNG and other bullshit in 9 of 10 times. If my enemy micros better and uses his troops better then I have no problem with losing at all. But losing against someone who rushed his Vickers MG to my cutoff point at lost glider, preventing me from getting anything but my base ressources without being able to do anything as OKW makes me want to hit someone on the head so hard that he comes out in China.
Like you say, it's a cheese and you can do exactly the same with Ostheer vs USF/UKF and force sov to early tech molotov. It has nothing to do with UKF being stronger or OP.
I don't like emplacement concept neither but I have to say it is quite balance actually, you have the tools to counter it. |