Jackson could be given independantly from vet
-1) A Precision shot, 100% pen any tanks, cost XX ammo, XX mins cooldown.
So you know you can finish a heavy tank or to have a good engage. It doesn't impact Ostheer T3 since Jackson already pen Pz4
variante: Precision shot on vehicule having less than 30% life: automatically increase Jackson pen by XX. No cost, no CD. Same idea as jaeger light infantry or reco infantry.
-2) A smoke, simply a free jail card, same as the Puma has.
Variante: A smoke shell you shoot at an enemy tank so he cannot see you, with a acceleration and speed debuff for XX seconds.
NB: I'm not saying Jackson need both, but one of those option would be something increasing or his survivability or his reliability in certain situations.
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VS OKW
If you go for a AAHT, be ready to buy some zooks and scout for his t1/t2, when you found the truck, make a general move to kill it quickly, if you managed to keep alive your RE squads, equip them with zooks otherwise a riflesquad. If you manage well your AATH, you shouldn't need BARs in that early but more AT capabilities.
Be careful, sometime OKW feels weak at start because he decides to rush T3 and place his truck in a strategic point to hold enough to pump out a Luch. here again, AATH + Zooks is a good combo to keep it at distance.
But in fact, in this situation you should have scout and found the truck before he built it.
VS Ostheer, Every time you decrew one of his support weapon, capture it. Your biggest threat is his Pak, you definitively need to keep alive your AATH, so here again, scout and focus it, if you manage to capture it, it is normally won.
The Utility Car is good, but to not use it frontally, your first target with should be his capping units. So you move it from left to right to make him retreat his flank units and when you attack always try to use it to flank while using a riflesquad to scout where his support/pak weapons are.
You've got 3 commanders with interesting arty capability vs Ostheer:
Rifle company phosphorous + excellent flare capability.
Inf company mortar with phosphorous barrage
Reco company with IRsquad and their deadly arty barrage.
Something you have to learn is Axis factions always have enough fuel to make your mid game a pain in the ass same if you outplay him early game.
Second point is: If he resists and does not leave the game. You're pretty sure he is going to reinforce his AT capability waiting for his Tiger/Panther/KT/Whatever super late game unit.
So rushing Sherman isn't the right thing to do every time. He'll have 2 paks and wait for you + Mgs in cover.
You must consider the game is going to last long and prepare for it. Deny him maximum territory by harassing his capping units. Build a M20 and mine strategic points, build a scott and harass his front line etc... And when you decide to attack, make sure you have use everything to kick out his support weapons first, this means a good barrage strike. Here again, bait him with a couple of riflesquad and use your sherman to flank him. |
Long range units should have remain dps support units and close range units the one providing the real dps.
This in order to favor tactic and gameplay for all factions. But Relic is Relic, and his game designer decisions questionable... |
One flaw on the design of COH2-WFA is the late game design concept.
3 factions have a late game capability while one, USF, hasn't.
So comparing Panthers vs M36 with Panther vs IS2 is like comparing beetroots with salads...
When you field a Panther, you are not in your late game stage with your faction. But when you field a M36, it is actually your ultimate asset to deal with the late game design.
Whenever there is an IS2 or an ISU on the field you can have a Tiger or a King Tiger to support your panther to counter it. This is not true for USF faction.
vCoh
Looking back at Coh, the Relic team, at that time, understood that concept (obviously they designed it as an asymmetrical concept, very well done).
Commanders:
1 US commander had an attrition ability to "spam" mid game stock units to compensate your late game lake of heavy capabilities + really good arty barrage.
1 US commander had a really strong mid game elite AT infantry. By the time the tiger or the tiger ace hit the field, you should had vetted it + useful strafing run and bombing run.
1 US commander had the Pershing and another kind of attrition ability to replace any tank loss for a cost of 200 ammo in a period of time. Really good for a tank rush.
Upgrades
Supply Depot upgrades. So your units would cost less in term of upkeep.
COH2
Looking at COH2 USF faction, non of that exists. The game design with it asymmetrical concept is pretty much the same, USF design concept hasn't been touch that much as well. But what have been removed is it total capability to perform late game.
No Upgrades
The combative value of a new rifle squad decrease with time but it cost the same to produce at min1 or min50 and cost the same to maintain. And since it is the only stock infantry, you cannot replace it with something better. Losing a Vet3 rifle cost lot more than losing a vet5 volks, simply because you can replace the volk squad with an elite squad while you'll have to equip and vet you rifle to perform barely enough vs them.
No Commander abilities
There is basically no USF commander design to improve your medium units.
This is probably the biggest flaw in COH2 USF design. Having only medium tanks and units is an interesting design but only if your different commanders give you different capabilities to drastically improve them.
So far I can only see one improvement ability, the 1919 upgrade for rifles.
All the rest are sort of optional units to deal with a particular aspect of the game. Only one elite AI infantry, no AT.
No abilities or capabilities to improve your usage of your medium tanks or simply to multiply them by attrition.
The attrition concept has been remove in fact. If we link the game to the reality of what the ww2 was.
Relic vCOH original team took the idea of Allied winning the war by attrition (air and field superiority by attrition, more planes, more men, more tanks) vs Axis relying on heavy but kind of lonely units.
IMO, the way the late game design is today, USF cannot field more units at the same time simply because there is already too much of them to manage at the same time. So if something need to be look at is a way, not to improve late game Allied AT stuff on their own, but to make them more available with cost and build time reduction behind commanders late abilities or stock late upgrade linked to T4.
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Major could have a Rally Point ability instead. An ability on cooldown (with or without ammo cost) to make a squad running faster to him. So instead of a retreat point, you use it to make a fresh squad going back faster to him.
It can add some interesting gameplay imo and could be combined with that stupid design forcing USF to go back to their base the equip BARs or Zooks.
OKW... Don't know, that faction design with trucks is so stupid. Maybe something on cooldown as well or with a ammo cost or an highest mp cost to reinforce. Or both, the truck could have a limited reinforcement cap that need to be upgraded. 1st upgrade can only reinforce volks - you need a 2nd upgrade to reinforce elite infantries. Something costly. |
More bugs, more stupid design, more RNG...
More amateurism. Relic 2015 is not going to be better than Relic 2014.
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Thread: Demos1 Jan 2015, 11:47 AM
It's not funny to see the community fighting between each other only because Relic is so lazy/bad just to design a game much less RNG dependent.
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I had one just an hour ago, in 20 minutes firing and barraging a lot it only reached Vet1. This unit is clearly RNG dependent (like so many others).
I had it missing so many time its targets. It left unarmed a Mg42 squad for 5 minutes, keep missing it all the time.
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US needs 80 fuel for paks with double bazooka officer
OkW needs 80 + 60 fuel
SU can build packs anyway
/facepalm
Who's going to bet on a fast Luch and use his fuel and MP for a capt is exposed to a fast obers.
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You realise USF has a significant advantages over Ostheer right? While he's building T1, you're building a squad. While he's building his squads, you're building more squads, you'll have 1 up on him (when you tech up, it'll be 2 up). Those 3 squads of his (+T1) are 800 manpower, while yours are worth 720 and as far as core infantry go, are superior to his. You also make it sound like you just move in a blob, in which case Ostheer has no choice but to get an MG 42 and hope he gets the jump on you first.
1- Grenadiers and MG build time is faster than Rifles, and cost 40mp less. I let you watch some replays or live games to see that every faction has more or less the same number of unit in the field in the first couples of minutes of a game. (if not spamming pioneer or RE)
At the 2nd grenadier built, you've spent equal amount of MP with USF. You've just paid 10 fuel more.
Pioneers are completely underestimated by many Ostheer players, their flammer upgrade is probably the best first ammo investment of all factions.
2- You're not supposed to cap at least 3/4 of the map in the first 5 minutes in order to have a chance to win the game as Ostheer. you can sit at your cutoff + fuel/munition while the USF need to control the rest of the map to keep his chance to win. That's why you start with the possibility to build a MG and USF not.
So in term of time, you have plenty of time to consolidate your sector before the USF comes with that number of units. That's why I catch so many Ostheer overextending, they believe they can early push and get cut from their line of support.
4- If I was blobbing, I would lost 100% of the time. Who can believe you that a blob of 2 REs + 2 or 3 Rifles can enter in a MG cone of fire and kill it when it is supported by 2 grenadier squads. Maybe it works with BARs or maybe it works with 1919, I don't know I'm usually not blobbing - And if I do, not into an MG cone of Fire.
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