Maxim is a bad investment choice if playing against OKW.
come again?! You're probably referring to one maxim and to 1v1. Because otherwise building just maxims against OKW in early game is the best investment you can think of. |
Not "end of story" if ur letting cons get into close range engagements with ur volks. u are being outplayed. Huge l2p issue
additionally, once they reach vet 2, and thats not counting the 3 other vet bonuses volks receive. the only benefit cons have is that they have AT nades.
These accusations with "letting x unit to reach close range" are allways making me laugh. How do you deny them to close in range? Using a magic stick or something? They know they have to close in range to be effective and that is what they will do. Period. So how a volks squad deny a cons squad to close in range? Because the discution was about volks vs cons in equal quantities, not supported by MGs or anything else.
If let's say, 3 cons vs 3 volks we can argue that the 3 volks will concentrate fire on one single cons squad in order to inflict as much casualities as possible but in 2 seconds the close quarter established cons will do the same. From a range that is favourable to them. |
2. Muni-starvation: The simple fact remains that different factions have different resource dynamics, resource priorities, etc.. Ie. the Ostheer mainline infantry unit (Grens) needs upgrades to even become viable, need to expend munis to win fights, etc, more so than any other faction. The sole other unit that needs a muni-investment to remain viable in the present meta I can think of are actually Volks. Again, do we have to seriously discuss this? If you watch top streamers (heck, play the game), why don't you know that?
1. USF are manpower starvation faction (due to mp bleed in middle and late game - expensive and unreliable infantry);
2. OKW are fuel and somewhat amo starvation faction;
3. Soviets are... no, they aren't starving for anything;
4. Ostheer has all the starvation aspects you can think of: amo, fuel and manpower. |
OKW:
- remove vet4&5, it adds no depth and it only makes volks and okw itself stupidly powerful in the late game.
- buff raketenwerfer and infantry howitzer damage.
- nerf KT armor and AoE. It's almost always means a free win if you can get it in a 1v1. And why the fuck can a tank like this get blitzkrieg?
- nerf obers dps.
- buff flakHT survivability vs ATGs so it doesn't get 2-shotted (would balance out a smoke nerf) but have it suppress less
- make teching more manpower expensive (something like 100MP per truck extra or no free ones)
Soviets:
- remove sniper sprint
- decrease t34/76 fuel cost slightly.
- nerf mines. Have them work more like coh1 mines.
- buff su76 health and gun
Ostheer:
- have the field howitzer fire more shells per barrage.
- buff stug3 health.
- decrease sniper cost (to 300 or so).
USF:
- jackson & 57mm ATG penetration buff.
- nerf regular & bulldozer sherman AoE slightly.
Fixed it for ya |
Maxim spam is a really bad strat. very easy to counter
Mortar halftrack
flanks
falls/jaegers
motor hallftrack
luchs
Stuka
hell even a mortor
And what is the best strategy for 2v2 as soviets currently? I'm curios about your opinion. |
It's verry hard to play Ostheer these days, I wouldn't deny it. But there are solutions. Many people here said upguned scout car is waste of mp and fuel. Agreed. That is why I NEVER BUILD IT anymore. I prefere some pgs and a pack if we are talking about t2. Get the idea?
The armor is to expensive, agreed, and T3 is dominated by USF T4 because of jacksons, that is why building stugs near your paks and pzgrens could be a better option than pzIV that everybody is addicted to. Stugs are cheaper and have great range. At least you will return fire instead getting hit and not be able to reply. Add a ostwind if you can.
Then, T4 is far to expensive, as well as vehicles in it. That is why I almost never build it and go into Tiger. As many as I can.
So yes, ostheer is difficult to play, weaker than OKW, probably weaker than soviets, but I don't think is that weak as some players say. |
Its very very slow and very very innaccurate, but considering how hard it hits, Im ok with this.
High risk/benefit.
What risk? There is no risk. Nobody can be idiot enough to be hit by it, even if he tries. Excepting people who bought the game one month ago and never played coh1 neither. |
What if I told you that Luftwaffe strength was at it's peak in 1944?
I find it hard to believe. The last succesfull tactical bombardment at scale was in 1943 imediately after allied landing.
In 1944 Luftwaffe had rather a defensive role than an agressive one. The remaining planes where in their biggest majority just fighter planes in order to intercept allied bombers.
If "at it's pick" means that they had the most advanced planes, then you are right. They allways had the most advanced equipment, with few exceptons. |
Looks so funny when it happens to others and so annoying when it happens to you.
Maybe Relic should completely eliminate the possibility that a hit plane crashes on map. It will probably be more simple. Realism, ok, but sometimes this is getting to real and damages the gameplay, in the same way as bugs do. |
Flak HT + Stuka and my partner a fast P2. As i said, god forbid you are forced to a retreat, cause you are never gonna recover using just maxims.
You will get your flack HT allright, it's good, but thin. Would you believe me if I will say to you that a maxim shooting from flank can be a concern? Especially if a con squad is rushing in or a zis is targeting the Ht too. We saw flack HT attempts too, all failed. Stuka is verry dangerous, I agree. Panzer 2 also, but by the time you have P2, I have the counters . In most cases, I'll say. You are right with retreating. If the line collapses is verry difficult to comeback.
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