General Information
Last Visit Time: 23 Jul 2022, 00:20 AM
Steam: 76561197978378462
Residence: United States
Nationality: United States
Game Name: GhostTX
Oh please, team games are messed up with this latest patch.
Tools that are weaker more all around. Tools that are outranged. Tools that are worthless to all the sight abilities Axis has. Tools that are worthless because most maps have choke points that favor Axis heavies camping, plus the afore mentioned sight.
Axis kubel spams and Mg/mortars, then expands and holds, wait for the OP tanks to roll out.
Coh2 Charts says it all. 10% or higher consistent win difference. Every game I play, it's 60%+ searching Axis. People will play more of the side that wins...they ain't searching more as Axis because it's harder to win.
You might want to give usf some early at options do deal with kubel spam. You can easily bully usf off of fuel points with 2 kubels in maps like steppes. This strategy, when successful, has a snowballing effect for okw. If someone is brainlessly spamming one unit and beating you, something is wrong with counter play.
So you want to fix usf's late game? How to you propose you do that?
This problem I have brought out in official forum 2-3years before when the time kubel even have suppression. USF is forced to lose the early game fuel point in 4v4 is fucking retardly design. And all the people on forum just think the kubel is fine and answer me. "l2p and l2 flank".i dont even understand how to flank multiple moving suppression platform while having less squad on the field until now .Now this problem isn't as serious as before, but the majority of players in this forum is simply axis-favoured, though I really dont understand how vet0 at nade on usf will break the game when I proposed 2 years before. It just punish bad play of kubel. I simply hope there isn't a vote on the balance change of team game meta this time, otherwise It will simply nerf ally and buff axis again that make ally totally unplayable in team game.
VS OKW = Kubel spam works well because RM don´t do shit vs it. In 4vs4 vs OKW it is better to build 2xRE first to make sure you can counter kubels. The problem is that you get rekt soon after by ST/Volks.
VS OS = HMG spam, you simply can´t flank on 90% of maps
VS OS+OKW = its depend on your team mate faction but still, do not expect a UC to counter 2x or 3x Kubel start. M3 does better but come later, and a single gren squad backing the kubel is enough to stop you.
Solutions are multiple,
1- Replace ST by volks as OKW starting unit will reduce the kubel spam since you need to build a ST to repair them.
2- Put back the kubel where it belongs, a low armor unit with a MG to defend itself, not mean to be offensive or only as a long range support.
2 Kubels plus the SP (with it's LONG and short range damage)just rapes USF early game. OKW caps and owns fuel, GG. Anybody that doesn't think this is an issue is delirious or just an Axis fanboy. By the time USF gets any AT or lights for the Kubels, it's too late and will face Ratekans, Luchs and/or Leig spam.
At least give REs the volleyfire back, FFS. To quell off the SPs, then USF could deal with the dual Kubels, but can't do Kubels AND SPs.
They have the same speed as every other infantry squad in the game. The only difference is that they don't get slowed down by heavy snow (and maybe water?). Their target size is also .87, compared to .80 for tommies and .91 for grens.
I never understood why that have no movement penalty. Why don't they slow down for snow, mud and water like every other unit? It's the most powerful starting unit in the game that owns whatever cap point OKW wants early game. Especially when OKW has the cap-wagon with long range punch. With SPs short range DPS, you especially need to time to work them as they close range.
I also dont know why the elefant would need a nerf. Its easy to swarm and siriously misses half its shots.
Because in 3v3 and 4v4 games, the space required to flank is choked up with support units (paks/ratekans/other heavy tanks), or the map provides the choke points so you can't flank, or takes too long to flank.
For the reason there are SO many complaining, you just have to look at the player population and the win percentages.
The average ratio of total people in-game between each mode (1v1 : 2v2 : 3v3 : 4v4) that I find based on counting the automatch numbers on observer mode at several points over the last week is
1 : 1.2 : 1.5 : 7.5
So there are 7.5 times as many people playing 4v4 than 1v1 at any one point, and 10 times as many people playing teamgames at any one point than 1v1.
Then you look at the win percentages for players outside the top 500 (i.e the average guy trying to enjoy the game) since the last patches (courtesy of coh2chart).
1v1
2v2
3v3
4v4
Look at how pronounced the shift is since the patches for the average player. OKW has long been the faction with the highest win percentage amongst average players, but since the patch it has become a faction that performs miles ahead of everything else in every mode for average players.
Absolutely I agree that the average player, particularly in teamgames, is going to have a tiny fraction of the ability and game knowledge of a top 100 1v1 player, but there's something wrong when the vast majority (10 : 1) is being completely sold out as being irrelevant.
I completely agree that the feedback from the best players who fully understand the game mechanics should be most applicable when designing balance changes, that 1v1 is the mode which is easiest to balance around, and that teamgames have inherent problems with map design, but coming into the 4th year of the game we shouldn't be moving backwards from a situation where the game was roughly balanced enough for most players to turn a blind eye to it, to now the experience for most players being that there is a huge and obvious advantage for one side. By all means make changes that benefit the 9% that play 1v1, but not at the price of dragging the game backwards for the majority.
The win percentages DO show that allies are slowly trending upwards, hopefully as players adapt to the new arrangement, but from the average player's point of view there is a big gap (12% in all modes but 1v1) between Soviet / USF and OKW.
Regardless of where you stand on balancing priorities and approach, you can't be surprised that so many are complaining and whining when for the majority (i.e players outside the top 500 playing teamgames, who paid the same as everyone else) the game has got noticeably worse since the patches.
This. Even look at the searching percentages, Axis is usually 70% searching, which means the talent pool leans toward that side as well (getting good players as teammates).
IMO, when you see more people play an army heavily, that indicates its easier to play and easier to win with, because the casual player WANTS TO WIN, not play for the "experience". And worse, they don't want to get berated as "noobs" because they lost to players playing that OP side. The fact that Axis gets these wondrous behemoth tanks at the end only wets the palate more. "Oh, you mean if I can hang in there, I get a tank that can one-two shot a tank, and it takes 10x that to die, meaning I can easily win games? Count me in!"
When a bulk of game matches indicates 80% win rates for one side, something is amiss.
Most likely you will have alread vet 1 Rifles at the time when truck should arrive on the field so it's kinda the same timing but for some reason it's forbidden to OKW but not USF.
What's more, earlier pzfaust means later STGs upgrade since you probably gonna use some ammo for pzfasut, therefore your last point does not stand.
I'll argue the muni spend doesn't hold back OKW that long from STG. Be curious to compare USF 1 AT nade use to double BAR vs OKW 1 faust use to STG. I don't have the numbers, though.
Well...where is the nerf for the anti-tank grenades/ tools on allie side? since even penals can take AT handhelds and satchels, every USF player spaming zooks---since u cant drive with (light) tanks over 1min...without a rep on your cars.
Gimme a break. USF has to vet first for AT nade, has to pay for 'zook upgrade and has to pay for the 'zook, then retreat back to base to equip the 'zook, losing a slot for an AI weapon(BAR/M1919).
Your precious OKW gets faust ANYTIME it wanted (now after *gasp* a teched truck), for only the cost of using it, while still being equipped with AI weaponry you can upgrade on the fly.
I find the mortar useful as support to an MG. It punishes the pinned units pretty well. Once it gets Vet 2, the barrage comes into it's own and I used it for entrenched locations.
And I love the Scott. As someone else said, I'll get it before a Sherman or Jackson. It's great AI and you can kite it very successfully against the all too common volk-stg blobs.