I have played the doctrine multiple times, and I usually don't have munitions stored up my rear that I can pull out and bomb the enemy into submission. The elefant comes LATE, and being expensive, slow, and lacking AI, it leaves the player requiring a strong infantry or much support from the teamate, which is where team play comes into effect. I'm with you balancing 2 vs 2 and above, but is this really the way? Is this Ostheer doctrine an issue? I think otherwise.
I play it sometimes in team games. It's always in my loadout but is better on Steppes or Red Ball than maps like the bottom of City 17. Putting a spotting scope on a 222 is better than putting it on the Ele. I don't remember ever getting to drop more than 2 stukas, even in a long 4v4. Now, take out the riegel and add a fuel to muni conversion and this would really rock (or be really, really broken).
I completely agree with the people who say the stuka shouldn't completely destroy ML-20's. It means that players will rarely build ML-20's. Relic really screwed up the ML-20. The one at launch was pretty good with six shells and a decent AOE. The new one with 10 is meh. Relic buffed it because they thought nobody was building it because it was bad, when it wasn't built because it is countered too easily. |
Game design. Why USF and SU are design as early aggresive factions which lack lategame while Axis depends on positioning and surviving early on to later win with a better late game.
Aggresive tends to result on you having the initiative and the other faction been on the defensive/reactive.
Probably all true, which leads to the next question. When was the last time you watched an ESL match where a caster said "Player xxxx didn't win in the first 10 minutes. Now he's gardened and is going to slowly lose, but we're going to watch it and pretend to enjoy it anyway."
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Yup, Hitler definitely was the typical 4v4 axis noob who kept playing that 3v3 when japan wanted to surrender and went AFK after USF used off-map strike on their base and Italians being Italians never tech'd, played with osttruppen level infantry regardless of what opponent used and just started team killing when they've seen its too late, just one went on, being a noob try hard
Hitler's downfall took on full steam after the 1943 Relic balance patch that let Soviet engineers build tank traps and made Soviet AT guns almost free. Hitler didn't read the patch notes and tried to A-move his Tigers and Panthers onto the VP at Kursk. Then relic released the paid custom DLC commander "Zhukov Tactics" that let Soviets mass T34's AND commit rampant pop-cap abuse. |
Hi guys, i haven't understood if this script needs a specific map or not; i saw in another about a map called "Pepperidge Farm".
I really don't know if my script don't work, cause this missing map, otherwise, i'll probably made a worse configuration;
Somebody can help me?
I don't think it's map dependent. I've been farming on Lienne Forest for 2 days with no stops. USF against OST easy computer. No commanders during that time, but multiple Pershing bulletins if that commander ever drops. |
So, WS depends solely on amount of time spent in game?
No, the amount of drops seems random for any amount of time but there does seem to be a time component, meaning that I get the most drops from games lasting about an hour (sometimes 3 drops but often no drops). I've never got 3 drops from a 20 minute game. I've made computer matches that have gone on for 5-7 hours and those still aren't guaranteed to have drops. |
Hey there,
I could not get your script working. I tried everything.
Anyways, no problem. I'm a bit familiar with macros so I made my own (took 5 minutes) - basically the same as yours.
Also, Relic have stated that warspoils is dependent solely on time spent gaming. This certainly explains why at the end of a team game even if you're the MVP with the top score you're still just as likely to get a WS as any other player.
----- which is better? 1000vp vs 1 hour? anyone tried 2 hours?
Without using the script, I tried games of 2 hours and it seemed like I got less drops per game, not just less drops per hour. Somewhere around 1 hour seems to be the sweet spot.
The script is working for me. I've had problems at times but it is pretty reliable when I start the script after the game is started. If I do have a problem, I usually reboot the computer, start the game, then run the script.
Relic does seem to be trolling me. I got three commanders over the weekend, but they were all USF Recon Support. |
A lot of people expressed disappointment with the last patch because there wasn't a lot of changes and they weren't large. However, the patch helped balance a lot. Go look at http://coh2chart.com/
If done well, the game could be balanced with another couple small tweaks. No suppression from pak howie, LeIG, and Kubel were steps in the right direction. I also think that giving OKW full income was better in the long run, but probably should have been done along with taking away the free tech that OKW gets (or giving it to other factions also). |
I have a feeling that small adjustment is needed for them. They are way to easy to spam, and they are very powerful for the price.
The closest allied inf are Guards I guess.
Fussiliers:
MP: 290
Pop cap: 6
Reinforce: 24
Guards:
MP: 330
Pop cap: 8
Reinforce 27
They share pop cap with Conscripts despite being elite infantry, with low pop cap and great for long/mid/close combat with G43 upgrade which is not a big deal with 100% ammo.
I'd suggest to raise price to 320-350 and pop cap to 8-9.
They are too easy to spam, blob and in fact you need nothing else to fight infantry since they are good at all ranges.
Their pop cap should be like rifles, 2 for the squad an 1 per model. Cost is probably okay, maybe increase a little. Upgrade was cheap because of the limited resources, maybe increase to 100 or 110, other than that, I wouldn't change much. They synergize well with JT's and LeIG's, but also mean that OKW will have no suppression and will need Obers for elite infantry. I've had games where I used them and lost because someone kept charging Shocks in under cover of smoke and I didn't have a good counter (this was before P4's were non-doctrinal).
I would like Pathfinders to be balanced to be something more like them. They have the same vision range as upgraded PF's, but are easy to wipe and have mediocre combat abilities, even when upgraded. |
I mainly play 3v3+ with 2v2 trailing closely behind. I don't play 1v1. I also enjoy watching casts and because most casts are 1v1, I mainly watch 1v1 casts.
I can help but notice various improvements on maps like Langraskya, Kholodny, Kharkov, Minsk and I am pretty sure I am missing more. I also cannot help but notice some serious attention to balance issues that afflict anything but 3v3+.
With ESL 1v1 tourney bestowed upon us, my question is this:
When can 3v3+ players expect some love? no map fixes, which is unbelievably easy to implement is nowhere to be seen and obviously other glaring issues.
When should I start to expect something from you Relic in regards to 3v3+?
Maps are one of the bigger issues, with ones like Lazur and Lanserath (sp?) being very asymmetric. Other maps like General Mud favor axis because of slowed movement and long sight lines favoring generally longer range units of the axis. Also, the lack of a forward retreat point for Soviets really handicaps them on maps like this.
However, there are other problems that affect 3v3+ just as much. Compare OKW's Breakthrough with American Airborne. Pathfinders are something like 8 or 9 popcap for a unit that even at vet 3 is still pretty wipe-able and cost 37mp per model to reinforce. PF's cost 25 to reinforce and are quite good at vet 5, plus they give excellent spotting for the JT's. Throw another JT or an Elefant into the mix and it pretty much shuts down allied mediums. The prevalence of long sight units (OST sniper, 222, 222 with scope, anything else with scope, JLI, PF) mean that on some maps, Axis usually fires first, and firing first most often wins engagements when the units are relatively balanced. Stated another way, Jacksons firing first usually own mediums, while Jacksons firing second are cannon fodder.
Also, units like the JT and Ele have much more of an effect on 3v3+ than they do on 1v1's. I play about the same number of 1's lately as I do 3v3+ and rarely see either of them. In order to support either of those, you probably need to keep another 30 pop cap near them, which means most of your force is in a big, slow moving group. It might work on some maps but not that many.
I hope that relic doesn't buff British armor back to what it was on release. The Crocodile was one of the most broken units ever. Some of the things that I think would help would be: a forward retreat point for Soviets, a little buff for UKF indirect (without making it OP), balance both IR pathfinders and regular pathfinders to be more equal to JLI's or PF's (and fix other abilities in Recon commander and Airborne Commander). |
Interesting, I should check this out. But for me, most interesting part is that Overwatch artillery but still, I didn't have situation where it works as intended. Guys, someone have good replay with effective use of this ability?
I tested all the abilities in this doctrine in a 1v1 versus my second account that I use to test stuff.
The coordinated barrage would take about 6x strikes to take down a Panzer Schwerer, if someone doesn't notice and repair. It fires 3 volleys of 2 shells, but they have small AOE and large scatter.
The overwatch ability also fires in groups of 2. It only fires at one target while the ability is active. Unless RNG loves you, it would take on average 3x overwatches to kill one squad, if they sit in the your territory for six minutes without capping, reinforcing, or retreating.
The Sexton is even more underwhelming. When barraging the Panzer Schwerer, a barrage from just outside the Schwerer's range took down half of the health of the Schwerer. In four tests, it did not kill the Sturmpios who were repairing the truck.
The Valentine was okay. It was similar to the Puma (not quite as good) while being more expensive but having the mini-hapmack ability.
In short, you could pick this doctrine if you want to troll someone, but it would have to be someone that you could beat without picking a commander anyway. |