OKW used to be designed about better units. Now they don´t have them any longer. It is ridiculous to see Panthers struggle with pretty much any British tank short of the Cromwell.
Slight buff to Volks and reduce vet requirements so that vet5 is more common. I never ever had a vet5 Panther or King Tiger.
Profile of Butcher
Post History of Butcher
Thread: Why OKW has resource penalties - Justification?6 Nov 2015, 21:07 PM
In: Lobby |
Thread: 2v2 is done4 Nov 2015, 21:36 PM
L2PThis is what´s wrong with this forums. You don´t even concern yourself with what the OP posted. You are just using a standard phrase. He has some valid points. I also experienced that my 2v2 losses increased drastically since the September patch. I currently can only play 2v2 Axis with a set teammate. Winning with randoms is impossible these days - it wasn´t the patch before. In: COH2 Gameplay |
Thread: Yay. Axis team game is hopeless now.3 Nov 2015, 00:09 AM
Totally agreed! I actually thought about making a thread about that too. From a 2vs2 perspective Germans are not playable any longer. The player search rate has gone up to a solid 75% Allies. Pretty good indicator for what is going on right now. Germans used to have a late game advantage which kept them in the game but Brits totally negate that now. Everything about the British faction is exaggerated. From bad design like an anti-everything Sniper to cancer-emplacements to mysterious tank superiority, which they honestly should not have. Snowflake bonuses to the 6pounder that performs much better than the US 57mm, super Churchills and crazy vet bonuses. The Brits have everything. OKW has been nerfed from the game. What is the use of a faction that is designed around a resource penalty to give you less units on the field, if those units are barely on par with British units, even outperformed for cost in quite some cases? Volks are a joke since the other infantry squads were buffed. Ostheer has not been hit as hard. Yet it is incredible frustrating to see your 2 Pak gun trap being laughed at by a Churchill that just lobs grenades at them. Meanwhile 6 pounder walls are working fine vs everything the Germans can throw at them. Add to that the Super-sniper (which negates the 222 and is no risk in 2vs2s) and the game is simply no fun at all as Germans. The combination Brit + USA or Soviets is better than any combination the Germans have. In: COH2 Balance |
Thread: Why some historical resemblance matters31 Oct 2015, 18:19 PM
Since the introduction of the panzer IV F2 version the T-34/76 was pretty much outclassed. Simply because of the engagement range. This gap was only closed with the introduction of the T-34/85. If you are saying that the T-34/76 and Panzer IV long barreled versions were on par, I have to strongly disagree. Biggest flaw of the T-34/76 being an overwhelmed commander, also fulfilling the task of the gunner. In: COH2 Balance |
Thread: Why some historical resemblance matters31 Oct 2015, 13:16 PM
Then we could get rid of ridiculous things like34/76 having worse armor/hp than PIV ausf G despite being better armored with its famous 60° front armor slope.Just a sidenote: The hull armor of the Panzer IV G/H/J was 80mm thick and German crews were instructed to angle their armor, making it pretty much as effective as the T-34s armor. Also the T-34/76 lacked in other categories that are much more important (cupola, gun, radios, commander and gunner being the same person, no turret base, vision slits etc.). So a Panzer IV outperforming a T-34 is perfectly fine. What I find ridiculous is the randomness of stats and abilities like weapon damage, range or blitzkrieg. This is of course owed to balance, but Panthers getting out-ranged by other anti tank units still looks silly. The same as the Jackson doing more damage than an IS-2. I wished this was somehow influenced by realism. The same goes for Nascar Panzers. In: COH2 Balance |
Thread: The real issues with UKF Armor. (makes ATG useless)29 Oct 2015, 16:28 PM
Before brits were launched, that was okish, no complaint. Now, it feels like OKW needs a fuel penalty reduction let's say to 80%.This is actually a very good suggestion. With the arrival of Brits OKW is pretty useless. The LeIG kept them ingame during the current patch but that gets rightfully nerfed. From now on you can´t dominate early mid game with OKW as well and are going to be stuck with the fuel penalty and vehicles that aren´t even better than their British counterpart. Let me remind you that the whole concept of the fuel penalty is having less yet better units. But you just get comparable units for an effectively higher price. An 80% fuel income would at least keep OKW in the game, because currently it´s simply lackluster. To compensate too early Flak HTs the fuel price of the Mech truck could be adjusted accordingly of course. In: COH2 Balance |
Thread: Your opinion on the state of the 22227 Oct 2015, 18:15 PM
I use 222s to counter Bren Carriers, M20s or Clown Cars. I like using them together with spotting scopes. Vet2 scout cars + scopes are insane. So it has some uses. The real problem imo is the lack of late game utility of the Scout Car (without doctrinal scopes). But that´s more a problem of all light vehicles. In: Lobby |
Thread: What in the world happened to emplacements? 24 Oct 2015, 18:16 PM
I prefer the current state over the previous one. I said it before release: Emplacements do not have a place in COH, a game that is fast paced around flanking, with an excellent cover system and changing map control. Emplacements destroy everything COH is about. Even less does the "brace" ability have a place in this game. The weakspot of an emplacement is artillery. An option to negate that is utterly foolish. The previous state of Bofors emplacements going into brace, taking a ridiculous amount of artillery fire and switching to firing mode for 3 seconds to wipe a charging flamer pioneer was bad design. I have no idea how those cancerous emplacements can be balanced. In fact I think they can´t. Thus keeping them unattractive and situational is the best thing to do. #rant-end In: COH2 Gameplay |
Thread: Incorrectly labeled signs at OKW base truck24 Oct 2015, 12:42 PM
That wasn´t supposed to be a rant. I should have put more smileys into my comment. I know all this is pseudo-authentic, but it´s still annoying. If you can do it right with little effort then do it right. It is lazy... much like how the British or Commonwealth are just referred to as English in a lot of German translations. In: COH2 Bugs |
Thread: Incorrectly labeled signs at OKW base truck24 Oct 2015, 10:27 AM
Not as cringe-worthy as the doctrine names, where they randomly put German and English words together. ![]() "Festung Armor" Doctrine: "Fortress Armor" Doctrine. WTF is that supposed to be? "Jäger Armor" Doctrine: "Hunter Armor" Doctrine. Jagdpanzer/ Panzerjäger Doctrine would have been correct. A "Hunter Armor" Doctrine is bullshit. Now the best thing: They translated the mistake into the German version. Not really a big problem of the game, but I wonder whether it is so hard to get some German speakers in Canada? In: COH2 Bugs |
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