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Thread: Random OKW in team games – blood, guts and glory10 Mar 2021, 17:13 PM
At minimum schwerer would have to go, being able to plant your schwerer and then build cache under its protection would be problematic on map where you can already put your schwerer close to your base, protecting the cutoff and some of your mun/fuel/VP. Then their premium tanks would have to be toned down to non-premium level because their highest price and no-cache balance out their superior power out of the box. We already see how it goes on large teamgame and we don't want the same on small scale games. So Pz4 to be aligned to Ostheer's one and Panther pushed further back in a new tech level or even made doctrinal. Vet5 should also go because and all benefices given with taken out. HMG34 and rak could also left the HQ and join OKW tiers, no reason anymore to have easy access to tools to maintain you field presence at cost of not being able to build caches. And so on etc... In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope10 Mar 2021, 13:44 PM
And that's already the case so why would you lock 2 slots behind vet3. USF players don't shit munition after breakfast. In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope10 Mar 2021, 07:17 AM
GrenLMG > Rifle+1BAR, available around 4-5 minutes PZgren > Rifle+1BAR, hit the field at 4-5 minute Obers > Rifle+1BAR, hit the field a 8-9 minute That's a terrible idea to say the less. In: COH2 Gameplay |
Thread: Does Ostheer Puma really req 5 cp?9 Mar 2021, 22:01 PM
Not sure people who like to play Ostheer want to see the greyhound arrive earlier than their timing proposal for the PUMA because indeed it has to arrive earlier... In: COH2 Balance |
Thread: Sandbags nerfed enough? Nope9 Mar 2021, 21:53 PM
I don't know why you all want to simply remove sandbag from mainline infantry when the major issue is putting sandbag in the middle of capping circles and disabling any real tactical play around it early game. Just delay sandbag, on the first minutes of the game OKW is definitively not disadvantaged at all. They have sturmpio, kubel and Volks and they are all fine working together vs anything Allied faction can field on the first 4-5 minutes of the game. There are many solutions to soft-delay sandbag. 1- Disabling capping and building altogether. 2- Putting sandbag on Volks and Tommies behind vet1. 3- Putting sandbag on volks and Tommies behind tech tree. 4- Adding a cost fee for all sandbags/tank trap, manpower or munition. 20 manpower, 10 munition or so. And at least 1 radical change: forbidding construction of sandbag/tank traps on Capping areas. Any one of those changes would make the early game much better and not just a zug zug rush my unit into the capping circle and start asap building a cover and capping at the same time because why not. In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope9 Mar 2021, 14:53 PM
It is not like OKW have a non doctrinal abiltiy to repair vehicle. In: COH2 Gameplay |
Thread: Random OKW in team games – blood, guts and glory9 Mar 2021, 09:23 AM
Let's give cache to OKW, what could go wrong anyway? In: COH2 Gameplay |
Thread: dealing with assault grenadiers early game9 Mar 2021, 08:51 AM
Assault Engineers beat Assgren high handed but you need to bring them at their effective range before taking damage to do so. There are two main strategies: 1 - double your squads (even without assengi), use a Riflemen squad as bait 2 - keep your own assengi to ambush him where you believe he is going to come. AssGren players are usually waiting for you first at choke point where they are at advantage. You have to identify those areas and avoid them early. If you manage to do so, you'll be able to get an early M20 to control the pest. |
Thread: Sandbags nerfed enough? Nope9 Mar 2021, 08:35 AM
True but he is not going to be as much behind green cover as before. There are usually green cover closeby important capping points, the idea will be or you reach the cover first to keep the high ground or the capping circle but you're putting yourself at risk. In: COH2 Gameplay |
Thread: Sandbags nerfed enough? Nope8 Mar 2021, 20:31 PM
I was adement to only have cons keep the sandbags, but seeing how easely volks loose to upgraded rifles and sections and soviets ime are not struggeling vs volks and sandbags only cons and volks should have them with current gimmics or longer build time ofcourse. Disabling building while capping could result in a buff for the Kubel and a stronger nerf for tommies since they really need that cover to fight at full strength. In: COH2 Gameplay |
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