Proposition:
Make the suppression an ability vet1 that cost 30 munitions and last 10 sec with a 30 sec recharge. Keep the Kubel stats as they are (but remove the passive suppression ability while moving!).
I guess the kubel will still vet enough fast with his stats.
Two problems solved in one: a new munition sink that is purely AI for OKW so they have to decide were to use their ammo and it can't be spam anymore.
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Post History of Esxile
Thread: Fix Mein Kübelwagen!24 Sep 2014, 17:59 PM
In: COH2 Balance |
Thread: CoHO, bulletin crafting, profitability23 Sep 2014, 10:09 AM
COHO was a great concept but Relic failed to monetize it. I had some much fun playing it, same if facing Imba commanders with OP abilities. I also think the main Designer died in a car accident during the beta phase and it didn't help to improve the balance aspect. But it was so fun! In: COH2 Gameplay |
Thread: Adapt or wait? 23 Sep 2014, 09:51 AM
I'm not sure it's a complete waste of time playing 1vs1 at every level. You're still improving your play style. Of course sometime people will just abuse and you'll just leave after 5 minutes, but not all of them. Maybe at top50, everyone is abusing the unit to maintain his rank. But I'm ranked around 800-900 and I have plenty of room to improve and, since I'm pretty confident the abusive unit will be tone down next patch, the improving effect will be double: - I'll be able to react faster and % of chance to counter the unit and opponent playstyle will simply rise. - Opponent will need to adapt with the nerfed unit: 1- They stop using it and need to found a new BO in which they feel confident. 2- they still use it and need to change their behaviors toward the unit new capabilities which gives you room to dominate until they forget their old behaviors. I'm following that same rule when my faction has an OP unit: I try to avoid using it at all cost. Now if the unit isn't tone down next patch, yes it's time to change faction or game. In: Lobby |
Thread: OKW has too much Ammo23 Sep 2014, 09:23 AM
Who cares, OKW needs a Ammo adjustment in a way on another. Like for other factions, Unit upgrade decisions must cost something else than ammo. I decide to upgrade Shreck, my late elite troops will not have their super weapons I decide to save for my super late elite troops weapons, I have to deal with less AT force. It's how it works for all other factions. Why not OKW? In: COH2 Balance |
Thread: Is OKW the strongest faction currently?23 Sep 2014, 07:00 AM
Don't laugh at my optimistic moments!!! That's make me sad panda with the hangover Relic tried to balance OKW with Soviet start, not USF. I would say they didn't give a shit to USF last patch. What they want to accomplish is OKW + Ostheer to be balanced with Soviet. USF is already not that bad balanced with Ostheer. When they'll be happy with this 3 factions balance, they'll probably thing about how to include USF one's on the line. In: COH2 Balance |
Thread: Is OKW the strongest faction currently?22 Sep 2014, 21:40 PM
Not the strongest, just the easiest to play with due to strong elite units. When you understand what each unit is made for you have in hand every cards to win the game vs any opponent at the same level. The absence of downside is problematic but 100% Relic's fault and due to when they decided to remove munition penalty. That was their downside right before that patch: having few munition resources and having to chose wisely in what to invest. Let's see the next patch, they're probably thinking hard on it at this time! In: COH2 Balance |
Thread: Are kubelwagens OP22 Sep 2014, 07:22 AM
Sturmpios are already better than last patch. There is something wrong with your playstyle with them. But anyway, let's do like you say, let's nerf the Kubel and Sturmpios if it makes you happy! In: COH2 Balance |
Thread: Match UP USF vs OKW - un-balance concepts21 Sep 2014, 20:14 PM
Hi everyone, I went into a couple of games this afternoon and this particular one seems to me really symptomatic of every issue we can found in a USF vs OKW match up. My level isn't that high but I know the game mechanics and so I'am able to defend myself on the map. Road To Karkof is a map I like, or more precisely I know very well and I have a really clear strategy on it. My BO execution on this map is fluid and I clearly outplayed my opponent. The game is really short, its end around 8.30 minutes, as he didn't leave I had to go till the final VP countdown. So I took really easily half of the map, he didn't push me with his Kubel - coming a bit late as 4e unit in my opinion. I gathered my force and took the middle of the map and his cut off. I took that cut of 3 times for maybe 4.30- 5 minutes which is a lot considering the 8.30 minutes game. So I went T2, enough confident that I took a clear advantage on the fuel battle. and build a M20 at 6 minutes. I rushed his kubel and kill it and had to withdraw because of faust - engine damage and next a mine - half life. At 8.02 minutes, he is able to build a Puma... With luck (for me) he hits my mine soon after and the game his over around 8.30 minutes. So in 4 points: Kubel: He didn't manage to use it but still, impossible to take it before T2 which is crazy, not having a single soft counter based on Munition only. Something that isn't delaying your building order like other factions. Light At: OKW isn't lacking of any AT to counter our first light armored car. He played really well with his mine and thanks I was dominating so I could pay my skirts and avoid a destruction. Puma: How could I took more his cut off? Just a 2 minutes windows time between a M20 and a Puma when the player only had access to his fuel resource half of the game time? Rifle Spam: Before leaving, he called me rifle spammer. I had 4 of them on the field + Lieutenant + RE. I mean, I don't really care if building 4 riflesquads is spamming for him, but what could I have build more? I would like to build 1 or 2 less squads but there is nothing else. all others units on USF side that are fuel free are support units. USF players aren't going to win any game by building them because they are the only units fuel free available. No, you build rifles because you need to pressurize your opponent. And now, What about if he has been the one dominating? Kubel king of the fiel until he pops a Puma around minute 5-6 and me, nothing to counter any of those units... Just praying RNG gods to let my Zooks hit enough to make them going backward... In: COH2 Balance |
Thread: How to cut as USF vs OKW on Road to Karkof21 Sep 2014, 19:44 PM
I cut his fuel but still he can pop a Puma on 8 minutes. In: Replays |
Thread: A simple solution to have a more people playing allies20 Sep 2014, 09:47 AM
http://www.bbc.com/news/27685494 Woooow, you're going to much far! How is it so difficult to understand that Axis factions have a lot of cool stuff and by far easier to use in the game than Sov or USF one's. 2nd point let's be honest, who nows what are ISUs and their categories? if you're not yourself Russian or fan of WW2 eastern front, nobody. Who knows what's a Tiger, what's a King Tiger or a Panther5. Every one who've seen a single WW2 american movie from the last 30 years. USF is different, there is absolutly no unit that inspire you to play that faction. - Wooow a Sherman!!! nononon, WOOOOW a Tiger, I want to use that unit and have fun with!!. Balance issue comes because associated to their fame, to super cool units were super strong and so today difficult to balance. In: COH2 Gameplay |
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