Well, all in all, let's remember that OKW started with a handicap of 66% fuel and 66% amo. Some of its units received nerfs and Relic, feeling bad about it, increased amo income to 100%. Then, because OKW was to strong, they decreased again the amo income to 80%.
Maybe, just maybe, if they will return the 66% amo income, alot of issues will be solved.
I mean some of you are complaining about obers, some about fallschirms, others about walking stuka and so on, but everybody complains about volkspam with schrecks.
But of course you know that without some AT solution early game OKW would be toasted (and this would not require alot of micro or a complicate strategy from allied player neither, Esxile, we saw this allready in the past).
So I'll say, make volkspam much harder to be achieved and definetly not in early game, BUT in the meanwhile DO SOMETHING about that stupid RAKETENWERFER.
It's obvious guys: it's harder to micro a raketen than a blob. Raketen is not that durable, but rather fragile so it can be killed alot faster. The only thing it needs to become a balanced unit and be a viable solution that would replace that volkspam mess, it's to become efficient again, EVEN FOR A PRICE INCREASE. Make it 290 mp, whatever, but give that thing a quicker aiming time and damage. Or, remove the building garrisoning ability but increase it's range and aiming time.
What would be the result? OKW player will try to combo one schreck volk squad with a raketenverfer and make them work tohether, which is more complicated than pumping volks, give them schrecks and blobing them.
OKW has been designed around those downsides, ammo + fuel starvation. In fact, Relic made its gameplay around that and so give it strong unique mechanisms and commanders abilities to compensate it. The problem is today, there are no ammo and fuel starvation anymore if OKW only spam volks + shreck + They get their PUMA or Luch at the same time as any other faction getting their first tanks. They are even getting their first vehicle before anybody else if they want.
So I don't know what do you referring to when you say OKW has no AT capability. The Puma hit the field 1 minute later first USF light vehicle. OKW has actually the first hard AT capability of all faction with the PUMA. However I understand many people don't want to use it since shreck blobb is so easy to manage in comparison.
OKW is absolutely not a fuel starvation faction, they can access their T4 units faster than anybody else if they want to skip building med fuel cost units. So many time I see the SPH popping up while I'm still on my T1 - still waiting to be able to call for the major. And when the SPH is popped up. Nothing before the sherman can reliably enter in his perimeter and not be killed in a matter of seconds.
Yesterday I had a really interesting game. i wanted to not rush Sherman and go T3 with a stuart to work my micro in aggressive situation and try to win before having to go T4. How stupid I was, my opponent had just to build his SPH in the right spot covering his cut off, his munition point, one VP point and 90% of his fuel point capping area. I couldn't push anything till having a sherman.
But him... oh yes, he could push and cap and retreat safely behind his SPH... What an interesting gameplay. Thanks Relic - what a great idea this SPH and they probably love it since they increase its range a month ago...
So at the end, I build a Sherman and had to face his panther... So next time, I'll skip the investment on med tanks, go directly for a sherman and break him before he can have his Panther.
riflespam into Sherman, you like it or not, OKW gameplay force you into.
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I don't want OKW back to 66% ammo starvation, because it would make the OKW gameplay probably worst than it is today. A munition price for any of his super unit is 100% more interesting in term of gameplay. Let's the player decide where he wants to invest his resources, knowing he cannot have everything instead of starving and forcing him to do every time the same thing.
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Haven't read through the thread at all. (Big whoop, wanna fight about it!)
But just looking at question posted. My mind is that most balance problems are a result of the sub-par design of both the OKW and Soviet factions.
For OKW it is most cost-efficient to skip the weak mid and go heavy infantry into lategame tanks. And for soviets it is either go heavy unit X or whatever cheese into call-ins.
OKW needs a mid-game option that would be more cost-efficient than going all-out infantry, and sovs need a drastic change to their teching and certain units needs their performance looked at.
Something most cost efficient than volkshreck? what do you mean? fuel free P4 call-ins?
Let's look at OKW structure and commanders.
OKW lack of support weapons and suppression? no problem, Relic gave OKW 2 commanders with Mg36 really effective at low and medium level skills - less at high level but since you have better micro, you can go and play other commanders and use your micro with the Kubel. OKW now has the best early vehicle in game in hands of best players, it kills suppresses and is moving faster than anything else with super incredible vet bonus.
OKW lack of munition? no problem, let's give OKW cheap MP core infantry with incredible vet bonus and mid game elite infantry raping everything around moving on legs for the cost of 0 ammo (because Obers are definitively not late game units). At the end downgrade the munition starvation from 66% to 80%, letting OKW spam volkshreck into blob - the only OKW munition sink before end game. Incredibly effecting after two or three push/retreat to earn vet at low, mid and high skill level. This strat doesn't give Allied players any chance if they do not react perfectly in a matter of second to withdraw their tanks, something difficult at low and mid skill level. It is still effective at high level since it is only a-move base action, just bring in it your micro and it can become more deadly with a good focus fire and good usage of cover on your blob path.
OKW players lack of micro? Low to mid level skill? lack of understanding how to flank? No problem at all, Because one of your beloved commanders with MG36 has also Falls. Those falls are upgrade free with basic super strong AI weapons that can pop from any ambient building. There is also a tank in your path? No problem they also have a nice faust that always engine damage, perfect for your shreck blob.
They are MP expensive? Who cares since you only need to spam volks, cheap to build, cheap reinforce and You just need to pay for shreck. So just be a bit more careful to retreat faster your A-move push to save MP and the next one, push and pop your falls behind his line of fire. So much micro in this strat!
Or variante: A-move your blob and force him to concentrate his fire-power to counter you and use pop your falls anywhere else on the map to gain map control. Allied players will need to send at least 2 squads or a tank to counter you leaving you to push harder in the middle!
So what remains, fuel starvation? Since you do not need to spend more than 5 fuel for a early kubel push from the all early-mid game to stay competitive (except for your tiers dev), what is difficult to wait till a panther or a KT?
You have the upper hand, already T3 build and your opponent is struggled with your volks spam and must go T2 to counter you? It is almost GG, build a lunch and rape everything he has on the field. Be carefull because it requires a bit of micro, your foe could have unlock zooks or atnade. Too bad
He has the upper hand, just blob you volks with shreck to prevent his sherman/T34, only reliable units to push you mid game and wait for your panther to hit the field. During that time build obers or your call-ins falls/jaeger ammo free raping infantry unit. Just be careful of para, the only on-legs unit that can go toe to toe with your infantry at this stage of the game.
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OKW isn't a god faction and probably not the strongest in super high level, this is true. But Relic put so much effort to make sure every of it weakness is fairly balanced with commander abilities or unique game mechanisms such as forwarded trucks, commanders abilities to balance lack of support weapons, 3 commanders elite infantry popping up from ambient building ready to use, super T3 truck weapon that can cover 1/3 of many 1vs1 map and do damage until med tanks etc... that is just outrageous for Sov or USF that need to make strong choices on what strengths they need and what they leave appart from their strat.
The only OKW gap not covered is probably arty, but since OKW also has the fu-zuss... That's maybe the only real OKW gameplay decision making? Should I go arty first or panther...
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If we're to compare the Jackson to the Panther as you seem so apt to do you have to factor in the Jackson's significant range advantage over the Panther (60 vs 50). Combine this with the speed of the Jackson and with proper micro it isn't all that hard to beat Panthers with Jacksons, especially considering the much higher cost of the Panther. This becomes even easier in a proper team game (since as I've already admitted, TDs in general seem to underperform in 1v1s [except the OKW panther] because you're spending so many resources on strict AT capabilities) when you combine the Jackson with the power of Soviet/M20 mines, Mark Target, AT nades, ZiS/USF AT guns etc etc.
Statistically the Jackson is an extremely powerful TD, it only lacks in armor and HP - but it more than makes up for that with the punch it brings to the field - and in practice the Jackson is the most powerful TD in the game (barring Elefant/JT) by a wide margin. The only thing it need fear are AT guns, as it should, because they're the natural and necessary counter to a TD like the Jackson.
Comparing a Jackson capabilities with a Jackson capabilities when supported by XX AI and AT is a flaw. Or you have to compare it with a Panther supported by an equal force.
But the main gap in your expose is that High level players can pretty well handle the all around the Jackson, what is usually called microing your army. For the common players - this is not the same thing, blobbing is more an issue and blobbing + heavy tanks make you feel the Jackson underpowered.
The second point where I would tone down your argument is about the capability of the Jackson.
- Yes it has the best DPS in the game, but only if it pen.
- Yes it has the best offensiveness vet in the game, but only available if it pen
I can have incredible games with the Jackson, if it pen. If it doesn't it is just a rubbish thing incredibly expensive.
I'm agreeing with you, the Jackson doesn't really need a buff. It needs a redesign, being less RNG dependent for pen and vet, something like less dps but more pen at vet0. And probably like for any other tanks and TD in the game, a way to escape if you micro well a close combat.
All other tanks and TD in the game have a escape capability, or a ability like smoke, or a good armor that give you enough time to retreat and secure. |
Less damage and more reliability to pen would make me really happy with this unit since I do not believe in any gods, rng ones included. |
It does not UP, you just need to micro it. 2 Jacksons can deal with a tiger. Vet 1 ability kicks ass.
Of course you need to micro it, like every single USF unit at the same time. Now I let you show me how you micro it face to a panther with the blitz ability supported by a A-move LMG/shreck push (to not say blob )
I understand the M36 cost half of the Panther price, but why would it means
-1 no escape ability (no smoke)
-2 really low penetration rate
-3 no armor
-4 0 AI power
-5 slow to move, slow to turn slow to shot
-6 no defensive veterancy abilities
-7 no shreck or pak support and only doctrinal heavy lmg support
-8 Atgun low pen rate support
for
-1 long range fire (but low pen rate)
-2 high dammage value if pen
The two high values given to the TD are completely dependent to RNG gods.
As far as I know, when I turn down half of a panther life, it can still move and retreat and use his blitz ability and repair for free.
Same amount of damage done to a M36, no more TD and Fuel/MP investment lost.
So yes, it is a good asset if you know how to micro it and have some good favor from RNG gods, but that's all and any other TD in the game is far more secure to use.
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If we fall for the strict definition, it should be a inconventional strat which is meant to take the opponent by surprise.
Since there is almost no element of surprise (you can scout enemy base in FoW n you see commander loadouts), cheese on CoH2 generally relates to any "spam" or rush of certain units which might be OP or overperforming.
You can make use of a death ball and then spread out when engaging the enemy or when danger arrives (spread out those marines!).
That shows how you don't need the approval or acknoledgement of the mayority of players to know something is gonna be OP or broken even if most people don't use it or think of using it.
I will say it again, USF was unplayable at the time, no one unlocked that commander yet and why bother with the Greyhound and it's gimmicky ability when you could rush a AA-HT faster and even compete against the Puma (if your opponent missmicro).
USF: rifle bar blob (before nerf) or even RE spam (before volley fire nerf) use to be a thing. Once you get your upgrades from your base, major + ambulance or even the Cpt foments some kind of blob/death ball. Thing is since Zooks are garbage and OKW blob is better, you are better going for a heavy tank play were you focus on wiping squads with either Scots or HE Shermans.
Regarding OH: it mostly force a lot of players to use Mechanized Assault for Stug-E into Tigers and a fast T2 to counter the M20, AA-HT or nowadays the Greyhound. T3 can be tricky since Jackson hardcounters it. Either you wait for the Tiger or you make AWESOME use of Mgs+Paks, which on some maps, can't be use at all.
So the more cheesy faction is the OKW? Is it what you say when you talk about blobbing is cheese? Come on, let keep apart that terminology, the most cheesy strat I have ever seen in 1vs1 is a 2 or 3 kubel start, cause Cheese also mean you bet on surprising your opponent by something going cpmpletely against the gameplay like ensuring you have a sufficient resource income.
I completely agree with you on the M8, it was OP since the beginning but the meta game wasn't ready to let his power shown to everyone. This is why I said today, USF common players have reach this maturity to use it efficiently today and it is a problem for the Ostheer.
Every faction can Xblob. Cons blob / Rifle blob and grenadier blob are still used. Don't you know you can spam and blob grenadier with their LMG if you have sufficient munition income/going on a Munition bases strat. It is really efficient as well.
However I cannot believe you that Ostheer need that badly to use a a Stug-E to counter light vehicles, not with grenadier with faust + pak that gives you a pretty sure kill of the unit. Like for any other faction except OKW. Sov need the Cons nade + Zis and USF Atnade + Atgun. OKW only need to blob volks shreck and this is exactly the issue people are talking about since a couple of weeks now.
@ Ratchet and Lemon
The problem is:
Allied factions are more difficult to play in 2vs2 but mastering them let you outclass Axis teamplay.
The problem is that it requires Allied players to materialize their faction in order to outclass their counterpart.
This is the problem because what you expose Lemon is the exception. But in the other part, every game to be play at any level need to oppose Allied to Axis. One side need more investment to be played than the other for the majority of the players. |
http://www.coh2.org/topic/20640/greyhound%C2%B4s-canister-shot
-We lived in a world that wipes weren't as much as now due to indirect fire, tanks or HE shells.
-HE used to suck
-AT grenades from PF and Rifles were useless.
-USF was simple not playable on 1v1 against OKW and a walkthrough against OH if you decide to cheese AA HT.
Maybe at mid-lower ranges things have change, but at top high end i haven't seen too much evolution. Blobbing doesn't neccesarily means bunching all your units together.
You can push on a massive group spread out, using cover, moving injured troops backwards but still fighting etc - to overwhelm a inferior mp force on a sector and them just keep steamrolling or retreat knowing that you have won the mp war.
If you like that much cheese, I can send you some from my country. Why every SU strat would be cheese, have you read the definition of "Cheesy strat" recently? Because what you describe, or units you spell aren't cheesy at all.
Don't fall into that fashion to try to discredit everything you don't like simply to no argue on it.
Or maybe you have difficulties with definition. Blob isn't equal to use a large amount of a same unit spread in cover and flanking in a global push. A blob is using a multitude of units, not necessarily the same one, in a unique group and moving it as a death ball, you compensate the vulnerability of not taking care of game mechanisms by the number of units concentrated in the same point doing the same movement and actions and his potential fire power.
Now, your thread from July didn't reach a complete page on that forum, it shows how people care about it at that time. Everybody was using (after buying) the rifle company. Myself I found the reco commander useless at that time and today it is in my 1vs1 and 2vs2 commander pool and I'm using it, having great fun with.
Now you say more or less the OKW brought those issue but you try to hide it behind the WFA expension. I'm not really sure USF brought that much of game change for the Ostheer faction. Actually it only requires some minor tweaks to make the matchup completely balanced. |
Enough to save any light vehicle from a certain death. Before the nerf, a vehicle hit by the pak once was death whatever you were trying to do to save it (except from the M20 smoke). Now, if you are enough reactive, you can save it.
I have saved a lot of my half-traks and Stuarts from situations where before the nerf the unit would have been dead.
So maybe its only me (maybe I have that much improve my skills) but I feel a new time the pleasure to diversify my BO and not only go lieutenant because it is cheaper in fuel for my fast Sherman. |
Taking a page from fellow community member Exsile...
My Sentiment is that OKW leads effectively the game meta and since OKW more common play style is a mass Volks into mass Obers with maybe a lunch in between, it forces USF players to adapt to this situation and as a collateral effect make the life harder to Ostheer.
Now is the OKW blob style the only one available to have a fairly chance to win a game? no. OKW dominates the 1vs1 scene since 3 months now, and blobs weren't the unique way to win at that time.
Balance issues must take in consideration the customer game experience. For example, a couple of months ago, who would have consider the M8 as broken? The unit was exactly the same, but nobody was using that commander. Why suddenly people get to use it? 2 different causes imo:
1- The player experience translated in game as Skill has improve since 6 months, people are less dependent of the best commanders choice to win a game, so they can try other commanders with enough confidence to win.
2- The meta is now focused into blobs and counter blobs and this commander proposes something unique and extremely powerful for the USF faction.
So maybe, all our issues are about player experience. OKW is by far the easiest faction to take in hand and to play fairly well vs equal and highest skilled player.
At the opposite, USF/Ostheer the 2 most difficult to handle and will take couple of more months to regular players (like me) to masterize.
Today USF players are probably reaching their mature play style faster than OStheer. I feel it myself, I'm clearly more comfortable with the faction facing any situation.
OKW blob probably symbolizes the critical pic of OKW domination, but looking forward, I don't see any improvement for that play style that wouldn't come from a patch. It is the first faction to reach his top because it is also the easier. But USF, when regular players will mastered as a same level their faction, has a good chance to inverse the situation and become leader.
Ostheer will probably need some improvement tweaks in the early game and downgrade one's in the late game. Actually it is a all-in, or you survive the early game, or you die.
Sov... If it is true that game designer wanted the faction be Commander dependent... or it need a complete redesign to remove that stupidity, or nothing can be done without strongly impacting the game. |
Canister shot crits infantry. It doesn't matter how many pellets hits you, if it touches you, you are dead.
20 range
50 munition
40 damage in a 3 radius with low penetration (~3)
Critical: Any infantry unit taking damage dies.
Regarding BO as USF, i'm still seeing the same thing everytime. Nothing has change in a general sense.
What did you expect? 3RE into 1Rifle + Capt? Of course the general meta doesn't change a lot, but as Ostheer you'll probably see more tentative with light vehicles since the pak nerf.
Because with med trucks being a must, going puma means pretty much giving up T4. I am playing around with spec ops commander + T2&T3 builds but lack of obers is pretty meh without panzerfusiliers or fallschrmjaegers.
Who cares? not me. I'm not telling you if it is good or bad, I'm telling it happens. And I'm also suggesting you that if in your next game you face a M8 that ripe off half of your blob/squads on the field making you bleed as hell and losing the game, you are a smart guy and you'll build a PUMA to counter it same if it delays your T4. And so the OKW -all infantry into T4- meta would decrease.
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