I prefer to open with in-base medtruck most of the time. I very rarely go t3 first. Since the Pupchen buff I have not really needed a fast puma all that much anymore.
Then I don't really agree with your opening with T2 in base, but this is another thing, though I understand your reasons, I don't like losing buildings eather. In my opinion, there is a reason for which okw base buildings have weals and give you an idea about how this faction should be played. The fact that some players are using a more safe / secured strategy like you (with only T4 outside base) and others like to be more agressive, constructing a sim city outside base does not cotradict the general rule and idea of the faction. |
Often right outside of my base just to cover my cut-off. I don't like losing my base buildings.
Quod erat demonstrandum. Thank you for agreeing with me. I was refferring to all OKW buildings. Just curios: you often start with Puma building (T3), right?
@comm_ash
I agree with your points related to german and soviet howies though I strongly believe a tiny cost decrease will help too. |
I very rarely deploy my medic truck outside of my base, yet OKW is my highest ranking faction. Fuck me, right?
And I guess your T4 truck is deployed in base as well, isn't it? |
Deploying your medic truck in the base sector is a great idea if you like having 0 map control and losing the game.
He has no idea what he should do while playing with OKW, what do you expect of him? The only situation when a T2 (medic truck) may be built in base - questionable even then - is when you started with T3 (Puma building) while placing T4 forward would still be required. There is no such thing as choise between having OKW buildings on the field or keep them all in base. At least T4 must be built outside, even if you build it defensively, close to your base, protecting a cutoff, VP or fuel point ....
Such are the people who filled forums with tears related to every single OKW unit OPness: knowing nothing about this faction, how it's supposed to be played and why. Pff... |
Deploy OKW truck outside your base ? high risk high reward
Then why in the name of Hades it's A TRUCK and it's MOBILE? To be deployed inside the base?!?
The level of logic in these forums is astounding. |
I am fucking raging with my personal crap of real life at the moment, and I FUCKING SEE THAT.
Fine, I don't give a shit anymore. Invis me, ban me, WHATEVER.
AND FUCK YOU too, Von, THANKS A FUCKING LOT.
From bias point of view, there is little difference between Katitof, pussyking and Cruzz. The only thing is that allied fanboys has someone like Cruzz with enough time to investigate every line of code and stay day and nights to learn by heart all patches and the changes they brought. That is why his posts look more credible - being verry well documented - when (allways) speaking in allies' favor. For instance, this post related to mortars. Nothing about squad models number. I don't know, I think it's relevant. The sqyuad models number of the mortar and the squad models number of units that these mortars are firing at. One 120 shell will fall on top of 4 models. One grw 81 shell will fall on top of six models. No matter what is their health, 6 models may be scatered on a wider area than 4. The 120 remains in one model and retreats. Grw 81 remains in one model and dies. Emphasizing just the things that show how weak is an allied unit and subtile implying that a buff is needed is Cruzz's speciality. Nothing about unbalanced / UP Axis units. Never. Not one single word. If that's not bias, I don't know what it is. Now let them shoot, I am out of this stupid thread anyway.
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Try to call 3 Ranger squad or 3 para squads (I guess 3 squads togheter is starting to be a blob) and see your MP income
Rifles were limited to 4, above your were hitting so much your Mp income.
Volks into gren zombi was effectively potent but not near powerful as what grenspam lmg are today.
The only credit I give you is the OP factions which brought more blob situation. But in term of vcoh, blob existed yes, was effective in mid-high level: no.
Wrong again. Those blobs could dispose of tanks with not to much trubble. I don't think COH2 today's blobs can walk around the map without carring to much about tanks. Not when the squad wipe meta is still in place. I don't remember one time in vCOH a tank being able to squadwipe besides maybe the stug from blitzkrieg doctrine. Today's blobs are not that effective against vehicles as VCoh blobs used to be.
The only difference then, as I already said, was the blob counters that were more effective, blobs having options to deal with them too, though.
So no, the COH2 blobs problem is not as high as it was in vCoh. |
LeL, rangers blob anti-everything?
You mistaken thought they are the campaign Fox company rangers?
2 microed pumas are enough to deal with them.
Don't have Ardennes. I was talking about vCoh rangers. It wasn't the most dangerous blob, but still, verry efficient especialy on field and base structures. Upgraded with thompsons they were verry dangerous against infantry also. I don't know how pumas are now in vCOH, didn't play the game from longtime ago, but I've played it for like 4-5 years in the past and I know what I experienced then. The reign of blobs. The counters were more powerfull to, but they had abilities to counter their counters (like fire up to overpass / flank mgs). The british blob didn't even care about mgs lol. The only things that they could not defend from were the nebel / arty strikes and v1s. Tanks were doing shit against them. |
The game coh2 has been designed to be accessible to the mass, to blob, to not rely on flanking because that too complicated etc... We are probably agreeing on that point, that is a shitty design and coh1 is by far better.
You are sooo deeply wrong. In COH1 blobs controled the game Fyi. Did you even play it? Then it's impossible not to have heard about: Paras blob (oh, with at weapons too, that did not miss a single shot), grenadier blob (especially from recicled soldiers) that was very resistent and stronger if used in terror doctrine, the infamous british blob - the best blob ever if it was sustained by officers, the shreck blob from panzer elite, the ranger blob! And those were ANTI- everything blobs - they killed vehicles and infantry alike! And even more, british, wehrmacht and usf had "soldier recycling stations" aka med bunkers and such that provided you with brand new units from losses you took! The blobs in COH1 were the best blobs ever.
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Wow, an USF nerf thread and allied lovers are jumping of their pants? Guess the allied bias is inexistent .
That being said, I am not FOR this ability change / removal. USF armor is shitty enough so it's ok to have a slight advantage (the crews and their wonders). As long as smoke (doctrinal or not) and blitz are existing, critical repair should exist too. I don't know if rising the cost of this ability is required. USF needs alot of amo to equip infantry, to use abilities. Manpower (because of expensive units and expensive reinforcements) and armor icome are its weackest points, I don't think any such cost may be risen. |