If it only had 40 range and fired within its actual limits, things might be easier as it'd be more vulnerable to siege and be less capable of holding multiple points alone.
But then what it would be its purpose? OKW T4 was an original idea and it relies on that flak gun to be potent. I don't think that making T4 weaker is a solution neather because it involves one of these 2 effects:
1. If built far from OKW base, would be easilly destroyed which will create a big handicap for OKW player;
2. If built in the base in order to be more protected, more than 50% of its purpose will be erased.
Let's concentrate on simple solutions that won't totally change the OKW structure.
Problems with schreck blobs? Find a solution for that. Change schreck (not recommended in my opinion) or change the features of the volk squad (like make it 4 for instance, or decrease health, etc, something making it less durale) or change the amo income, etc., and strenghten the raketen.
Problems with elite OKW infantry? Make them pay for their mg34 and fg42 upgrades, make them realy expensive, but restore the 100% amo income.
Or, solve that crazy experience scalling of OKW infantry. |
OKW teching needs to be slowed down. they can literately have t3 in 5 minutes in if you don't do well for the first couple of engagements.
the US tech is only a little more expensive then OKW but tends to happen much slower, partly because they're always mp starved.
Sooo.... the solution would be...what? To make OKW trucks more expensive? You know this is a dangerous path. It can quickly transform OKW into an UP faction. If we delay Puma or get read of schreck spam or both, something must be done related to raketenwerfer. |
So it's just about money and resources. To put it simply, Relic doesn't have the resources and interest to keep the game clean. That's one thing we all knew I guess, but you explained it in detail (thank you for this).
This is most discouraging - I have to admit, to know that as a honest player you are at cheater's disposal in such an RTS. In vCoh was even worst!! Almost 50% in player base were at least maphacking. Exasperated by these scums I tried a maphack for a month or two, but I was so disgusted of what game became and of the fact that it was no pleasure in playing that I simply quit.
I really hope COh2 won't take the same path though, I have to admit, I see more and more suspicious happenings: Accurate bombardements with no recon, enemy attacking in a game with tanks allways on the opposite side where you have your at cannons though he couldn't possibly know where you put them, going round planted mines,and so on.
Question:
I am not a programmer or coder so I'm just asking: Is there any advantage in updating the game once a month? I mean a patch come with changes. Does this affect the way in which a hack works? To put it simply: If I was a hacker, my hack does still work after a patch or it requires an update too? Because this would be a solution. To build "ghost" patches monthly that will change different files every time (changes that won't affect the game). This way, a hacker should probably work hard every time a patch is issued and it will take some time untill he updates his hack. Just in time for another change, with another "ghost" patch. |
OKW has been designed around those downsides, ammo + fuel starvation. In fact, Relic made its gameplay around that and so give it strong unique mechanisms and commanders abilities to compensate it. The problem is today, there are no ammo and fuel starvation anymore if OKW only spam volks + shreck + They get their PUMA or Luch at the same time as any other faction getting their first tanks. They are even getting their first vehicle before anybody else if they want.
So I don't know what do you referring to when you say OKW has no AT capability. The Puma hit the field 1 minute later first USF light vehicle. OKW has actually the first hard AT capability of all faction with the PUMA. However I understand many people don't want to use it since shreck blobb is so easy to manage in comparison.
OKW is absolutely not a fuel starvation faction, they can access their T4 units faster than anybody else if they want to skip building med fuel cost units. So many time I see the SPH popping up while I'm still on my T1 - still waiting to be able to call for the major. And when the SPH is popped up. Nothing before the sherman can reliably enter in his perimeter and not be killed in a matter of seconds.
Yesterday I had a really interesting game. i wanted to not rush Sherman and go T3 with a stuart to work my micro in aggressive situation and try to win before having to go T4. How stupid I was, my opponent had just to build his SPH in the right spot covering his cut off, his munition point, one VP point and 90% of his fuel point capping area. I couldn't push anything till having a sherman.
But him... oh yes, he could push and cap and retreat safely behind his SPH... What an interesting gameplay. Thanks Relic - what a great idea this SPH and they probably love it since they increase its range a month ago...
So at the end, I build a Sherman and had to face his panther... So next time, I'll skip the investment on med tanks, go directly for a sherman and break him before he can have his Panther.
riflespam into Sherman, you like it or not, OKW gameplay force you into.
-----
I don't want OKW back to 66% ammo starvation, because it would make the OKW gameplay probably worst than it is today. A munition price for any of his super unit is 100% more interesting in term of gameplay. Let's the player decide where he wants to invest his resources, knowing he cannot have everything instead of starving and forcing him to do every time the same thing.
You speak about a T3 (Puma building) oppening. Let's not cut the choice of a T2 start (JagdPz building). That's why I'm talking about amo reduction together with a raketen buff. A munition price for those super-units still won't solve your problem, because OKW player will simply not invest in that expensive amo upgrade. Why should I pay for a lmg 34 for Obers or even an FG42 upgrade for fallschirms when all I need to do is invest amo in my volks blob and all my problems are solved? Especially if I chose a doctrine with infiltration grenades. In this particular case, it's certain that all I need is a volks blob and some sturmpio. |
The hacker scums are among us. Beware .
Yes, it's annoying and drophack and maphack and other hacks exists. I'm sure about it. Just google it and you'll see: THERE ARE CHEATERS IN COH 2. Reveal them and ban them, Relic! |
yeah, it doesn't need smoke so bad, so it can come at vet 1 I guess. |
Any miracle lasts for 3 days. In Relic's case, it lasts even less.
It's just me, or the game performance problems are back with that hotfix that fixed something (I don't care) for Ardennes Assault? My game was FINALLY moving as it was supposed to, I was ready to sacrifice a goat for Relic , but now, after the hotfix, it runs like shit again. What happened? |
Well, all in all, let's remember that OKW started with a handicap of 66% fuel and 66% amo. Some of its units received nerfs and Relic, feeling bad about it, increased amo income to 100%. Then, because OKW was to strong, they decreased again the amo income to 80%.
Maybe, just maybe, if they will return the 66% amo income, alot of issues will be solved.
I mean some of you are complaining about obers, some about fallschirms, others about walking stuka and so on, but everybody complains about volkspam with schrecks.
But of course you know that without some AT solution early game OKW would be toasted (and this would not require alot of micro or a complicate strategy from allied player neither, Esxile, we saw this allready in the past).
So I'll say, make volkspam much harder to be achieved and definetly not in early game, BUT in the meanwhile DO SOMETHING about that stupid RAKETENWERFER.
It's obvious guys: it's harder to micro a raketen than a blob. Raketen is not that durable, but rather fragile so it can be killed alot faster. The only thing it needs to become a balanced unit and be a viable solution that would replace that volkspam mess, it's to become efficient again, EVEN FOR A PRICE INCREASE. Make it 290 mp, whatever, but give that thing a quicker aiming time and damage. Or, remove the building garrisoning ability but increase it's range and aiming time.
What would be the result? OKW player will try to combo one schreck volk squad with a raketenverfer and make them work tohether, which is more complicated than pumping volks, give them schrecks and blobing them. |
Are you guys sure that in vCOH there was no side armor value? |
Not really, they are in general too high.
Yes, you're right, but for my "battlestation" it's different. Game runs ok with settings a little more higher than Geforce Experience recommends. |