Veto doesn't work.
Ummm.... do you place your veto before or after pressing the start automach button? 'Cause if you do it after... your veto tick won't work.... |
AFAIK, the strongest army is, in fact, the Soviets (used properly, in the right hands).
I keep saying this for centuries. The text in brackets is not needed, because even USF can be a top army in the hands of a top player. Soviets are the strongest faction currently, period. The only one challanging it with success is currently OKW. Soviet having alot of fans on these forums => hundreds of threads about how OP is OKW and how much its units (most of them) need nerfs. Now I won't deny that some units need a touch but still I'm amused how pissed are soviet faction admirers when speaking about the only faction that can hold them back. |
Hey guys, chill out. Please remember COH1 when it wasn't on steam. They would issue 2 patches a year....
1. Fixing bugs patches should be the priority. Having balance in a game full of bugs is like having a Lamborghini Diablo with an 1,3 liter engine.
2. Personally I don't thing that huge balance changes should take place. There are a number of things that need fixing, most of them at german factions (ostheer to shitty, okw to strong) and maybe USF will need a touch too. |
If relic is still passing by here;
Why do you think side armour will not make a 'tangible' difference? You even admitted above that it would make tank combat more interesting.
...And more balanced if I may say. It's unfair flanking a KT and still heating the front armor. Would be nice if flanking (meaning rolling side by side with yhe enemy tank) could get a little more higher reward. This however, would trigger some changes related to all vehicles. Don't forget Axis tanks can flank too . |
Wait. Waaaait. First when i saw Quentin's post I wondered what is this guy talking about, laugh and closed the topic. But now I saw his player card. You have to be kidding me. Besides he played an almost equal number of games with each faction, he is what we can define a TOP PLAYER. WTF? If this guy is trully thinking that OKW is the weakest faction then.... I have to quit COH2. Because in 5-6 years of COH1 and in more than 2 in COH2 I understood nothing from this game. OMFG. |
Lately,Infantry company+ Captain Tech has been really good for me(Had a 6 Game win streak which included mostly games against good OKW players)which is a personal best as USF.
This build is balanced throughout all stages off the game so you're never feeling too in control but never in a position where you're getting blasted. You winning or losing depends on how well you play and your micro skills.
4 Rifles, or 2 RE's 4 rifles if its a 2v2 size map. With this you wont lose to:4 Volks Spam,or kubel rush. You can get good map control as long as you control your rifles properly.
Skip LT. The m1919s will provide all the suppression and firepower you need for anti infantry, and will be useful all game,(unlike everything in the LT tier besides m20) and even blob control once you start getting double M1919s,IF YOU CONTROL your rifles properly (dont just spam Defensive stance,be clever.)
If he goes MG34 heavy,Nades. hell id get nades anyway. When theres a bunch of engagements going on around the map, Nades are a good way to...Idk...get distance between two evenly matched players.
Pop a nade using hotkeys and shift all around the map... and wipe a squad when he's not even looking or paying good enough attention. Easy way to win a game against someone with bad overall micro.
VonIvan and Ihitto did this to me when i played against them. relatively even games until squads start disapearing because you cant keep up with all the action. NADES ARE AWESOME. Works both ways and with all factions.
If he goes for AA HT,Puma,whatever,Captain Tier will counter/nullify this IF YOU PLAY IT RIGHT
Your rifles should be beat up pretty bad at this point.and a flak truck is probably coming. Get some meds,Equip them with M1919s,start major tech, and KICK OKW ASS. You wont be vulernable to a Luchs either unless hes a God at micro'ing it,since u have AT guns and Captain,and most likely vetted rifles if you did your job early.
From here you can get a pak howie if your doing good on manpower.
Once your major is ready,No sherman...
No scott...
You have double m1919 rifles..Plenty of AI for now....what Obers manage to hit the field will struggle if you use defensive stance cleverly.
Get a jackson,and speed it up with Captain. and HUNT for that forward flak truck and siege it with your AT gun,1919's and jackson. It will take 10-25 secs to wipe ANY HQ. Literally.
No panther, No more Obers....from there...feast on his crappy shrek volks and sturm which will have NOTHING on vetted m1919 rifles. Period. They will get absoulutely pummelled at every turn. If you for some reason dont destroy HQ before panther comes,then get a second jackson.
If you destroy it...get a sherman and have a fun time.
This is essentially GG. Theres no way for you to lose...IF YOU outplayed the OKW player then you won. If hes smarter and more reactant, then you lost.
6 in a row and 7 of my last 8 doing this...i actually struggle more against high ranked ost players now if anything.
Ya know, lately i was experimenting just what you said here (or anyway, the bigest part). Getting jacksons instead of anything else. But instead 1919s I used regular BARed infantry. And hand grenades of course. Directly teching to captain, ignoring Lt, what you just described. Maybe it's childish, but I built several pathfinders. 2-3 pathfinder blobed squads do a surprising damage to any enemy infantry. Currently, exept for the thing that they can't be spammed from houses and used properly I think they are as good as JLIs at killing infantry. I should give it a try with that 1919 thing though i hate that doctrine because: priest is highly inaccurate and slow, 1919 rifle squad is so vulnerable in front of ostheer rifle nades and balistics, USF mortar Ht is shitty as hell, and so on. |
Spamming a fuel unit is a really tough idea in 1vs1. Moreover when we talking about a balance match.
Imo, for what it is, the M10 comes too late, not in term of fuel but CPs, having it 1 or 2 CP would make the commander more interesting.
Now the matchup is broken, one faction has all the tools at the right moment at the right price to overcome the opposite faction. And if Volks spam isn't downgraded or punished more severly, nothing can really change.
So I see many people are suggesting shermanns. I'm actualy glad someone started a thread like this one, more strategy discussing and less whining. I allways thought until now that scott + jackson is better than spaming shermanns but who knows, maybe i should give it a try with shermanns.... |
Ok my fellow balance specialists.
Tell me how to exactly win vs OKW as USF unless you smash him in the first 5 minutes.
Disclaimer: This is a comment of a middling player.
1. You can't if your oponent is same skill level or higher skill level;
2. You can't, if you lose entire squad/squads in early game;
2. If point 1. and 2 is not true, you have a fair chance. Personaly, I do this: I invest as much as enemy allows me into things that can transform a rifle blob in something that counts: grenades, BARS. Because this things require fuel, I go directly to captain and next I build asap a AT gun in order that these two units (USF AT and captain) along with some lucky AT rifel nades counter that PZII or Puma or, god forbid, an AA Ht. Usualy I go paras doctrine (at least pathfinders and paras are worthing) and later I have the P47. But if you are good at micro, armor doctrine may be a verry annoying choice for your enemy. Sherman buldozer is quite thick and you have the M10 to. 1 M10 values nothing but build more than 2 and things change. You can put aside T4, just spam buldozers and M10s.
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These shrecked sturms proposal are scarry, people please stop that. Then what would be volks for? And ruining the schreck power it's wrong, again. The problem is not the weapon, but the carrier which is to durable. Make the squad 4 instead of 5 and increase a little their health or something. That way they will still kep their performance steady in early game, but in late game they will become more vulnerable in front of vehicles (especially tanks) and AOE weapons. Blobbing will be riscky as shit.
Why don't anyone consider at this solution? |
safe for the infra red HT.
I'm sorry but you are mistaking. It was at least one thread no longer than maybe 2 months ago about the fact that the infrared HT is OP and I mean it.
In fact, what makes OKW OP (if we are to take the biggest part of the opinions here)? Maybe as someone said, it's not about the units, they are fine all in all, but about the quantity of micro that involves an OKW play compared to the quantity of micro required by the other factions. That's the hardest part to detect in all OP-ness manifestations.
Anyway, some things in OKW faction are requiring fixes or re-thinking. I am verry verry curious how Relic will further balance this faction. Let's face it, USF and OKW are the newest factions. How much time did they need to fix and balance the other 2? Before WFA I think they were somewhat balanced, but now.... poor Ostheer it's UP like shit. And USF it's almost as shitty as Ostheer, only that they become like that in late game. |