I think the 'which doctrines' question is hard to answer for OKW, it kinda depends on what matchups/maps you find difficult to play. That said, Scavenge is pretty much mandatory because it's so good. Luft is solid even though I personally dislike it. Breakthrough is really good if you want a line infantry unit with better AI than Volks. Feuersturm could be a niche pick if you struggle on urban maps. Finally, Spec Ops is good if you like the T3 -> Luchs -> T2 for healing -> Command Panther strategy, which is pretty meta at the moment.
I'd say those are the doctrines worth looking it. Personally, I don't think much of Fortifications because if you need MGs you could just go Luftwaffe instead and I don't find that the Pak emplacement is very useful. YMMV though. |
Great post mate, we definitely need more uninformed, inarticulate whining about balance on this forum
For reals, if you want your opinion to taken even slightly seriously I suggest you post your rank instead of just hours played (which you could get just from leaving the game open on the main menu). |
Aerohank is basically right, it's a pretty meh doctrine overall. Just not high impact enough to be worth using if you are out to win. As for the strafe, I have used it and it's nothing special. Kinda comparable to the Stuka loiter for Ostheer, but a bit better. Seems to have a very hard time hitting anything that's moving.
That said, every now and then I take it out for maps like Semoskiy because the abundance of yellow cover means Goliaths can be sneaky, and getting cheap squadwipes on units in buildings is pretty damn fun. |
Ram is fine, it's a niche ability and that's exactly how it should stay. If the T34-76 needs other buffs, then it should get then in more sensible ways. I still remember the days of the beta for the original CoH2, when T34 ram was a perfectly valid and common way of taking out a Panther or a Tiger. It was stupid and I'm glad Ram no longer works like that. Just imagine how clowny Coh2 would be if Ram was anything like as reliable and safe as you propose. |
Hey guys, quick question. I wanted to know how good the Conscript PTRSs (from the Tank Hunters Commander) are, in particular against infantry. Guards PTRSs are actually pretty effective at sniping the odd model every now and then, but I know that the Conscript version uses different stats. Is it similar, or pretty much useless like the old Guard PTRSs. Basically, if I upgrade Cons with PTRSs, am I gimping their anti-infantry?
I'd appreciate opinions based on experience, not just the weapon stats |
Can confirm, Sage has preemptively GG'd against me in automatch. |
I'd like to see a pretty major nerf to Panzerschreck accuracy at long range. It's pretty stupid that a blob of 4 Volk can just walk up to a medium tank, shoot, fire 4 hits and then the tank needs to retreat or die. Volks should need to get dangerously close to be that reliably dangerous to armour.
And to all those saying Volks don't need a nerf: nerfs/buffs aren't just about overall faction winrate. As long as Volks are this good at everything, OKW will be a boring, one-note faction. If Volks are nerfed, OKW could be buffed in other ways that make them actually interesting. |
I can tell you jp4 cloak is actually broken In a way. When they're invisible, nothing can damage them at all, even if you attack ground and hit it..
Wait, really? Really!? Christ, how long has that bug been in the game? This explains quite a few things from some of my past games. |
It's a shame this doctrine is so bad, it feels like it would be quite easy to make it good. Reduce Valentine to 4 CP, buff the Sexton and reduce the fuel cost, and fix Concentrated Barrage in some way. I suggest they make it so that instead of having to pay 100 munis for a barrage, the ability is a passive that makes it so that you can just manually fire the base arty on a long cooldown (basically so that you get a LeFH/ML-20) for free. |
Last night I played against SturmTigerSage as Ost, and he was using Cancer Regiment. He won, but I found that Spearhead Doctrine could deal with the Bofors by calling in 2 Mortar Halftracks. 2 is enough to kill the Bofors even with the upgrade and constant brace/repairs, although it does take a very long time.
During that time, use your infantry to secure as much of the rest of the map as you can. They key is to keep an ear out for the Counter-Battery barrage firing, and move your Halftracks whenever you do. Halftracks take 2 direct hits to kill from the base arty, though, so it doesn't matter if you aren't exactly on top of it. Halftracks are much better for this regular mortars since they don't take so long to reposition. Mix in an
incendiary barrage occasionally to drive off/kill squads who are repairing.
I think this is the best way to cope once the Bofors is down. Really though, as others have said, the ideal solution is to rush Bofors locations and make sure the Brit player can't build the Bofors in an advantageous location to begin with. Most maps only have 1 spot which is really good. |