use attack ground
l2p
This; smoke actually has counter play.
Thread: Remove/change vehicle smoke27 Jul 2015, 19:08 PM
use attack ground This; smoke actually has counter play. In: COH2 Gameplay |
Thread: USF: Bleed Infantry, Paper Armor, DOA weapon crews27 Jul 2015, 19:04 PM
Yeah Zooks obviously need a small muni cost reduction but Iv found them to be working quite well now that mediums are more common and there are far less heavies running around. Them being packaged with BARs was an enormous help. BAR right now if fine IMO, you can give it to everyone and it works. LMG42 is fine because it's limited only to grens. 1919 needs to be limited to 1 per squad and "offensive stance" needs to be fired into the sun. The Vet-scaling just plain wrong. I'd have to look it up but its not good enough to compete with Grenadiers of either flavor. Also the Conscript exists which immiedately makes the "all other" argument wrong. Vet scaling between basic infantry units is very, very similar. To wit; Grens: Unlocks the 'Field First Aid' ability +40% accuracy, -20% cooldown, -25% recharge time for Panzerfaust, -23% received accuracy Cons: Unlocks the 'Trip Wire Flares' ability +40% accuracy, +25% molotov range -20% weapon cooldown, -23% received accuracy, -25% AT grenade recharge Volks: -10% received accuracy +30% accuracy, -20% weapon cooldown Passive Healing, -10% received accuracy +40% sight range, +30% accuracy -30% cooldown, -30% reload Riflemen: Unlocks the 'Anti-Tank Rifle Grenade' ability -23% received accuracy, -20% weapon cooldown +30% accuracy, -50% ability recharge time, +25% grenade range As you can see the only real outlier here are Volks which don't get any vet 1 ability other than just being harder to hit. The reason why Volks vet bonus's are good is because the unit itself is literal trash outside of just toating a shrek around and capping points. If it didn't have vet that was good there would be no reason to even make them. IMO the only change rifles need to vet is for the anti-tank grenade to be bundled in the USF grenade package and the vet 1 to give a small received accuracy bonus to make them slightly more durable. Also elite riflemen should just be removed and replace with an ability that makes rifleman vet up faster in general. It doesn't help that this is the only tank class they can use at the moment (Non-Alpha testers don't get excited) It's functionally what most factions now only use with heavies being pushed back and limited to one. This may be more a symptom of AT being hilariously easily available for frankly anyone to get a hold of; a lot of larger sized games I'll see Soviet players take SU85s for the focused-sight, and keep around a legion of SU76's. I'm not really sure what would fix that without rendering the SU76 a potato again; aside from making the other AT options more attractive, but that opens up a whole new bag of problems. I think thats more a problem with the SU-76 being to cheap/coming to quickly. Yes USF's tanks hit the field with there is AT out but it's not like OKW or Ost tank's don't either. The only faction that can field tanks retardly fast is Soviets at the moment. I'll admit now I haven't played 1v1 in a very long time (and it was hard to find a game at the time), but reading the words "OKW" "Microing" and "infantry" in that order does not seem to happen. That is to not say its not punished hilariously fast by Scotts, SU76s, Pak-Howis and lucky Zis's (or good Shock-troop play). Annoyingly this blob comes back pretty fast if the med-truck is set up in a good spot, so you will basically attrition them down if they're not capable of renewing forces quickly (although again, ZSU-Quad makes it hilariously easy for soviets; still not sure why its 270MP). That was less a jab at OKW and more at people just attack-moving. Blobbing as OKW is basically a death sentence these days with how good artillery is (and M10 crushing for that matter....) It's much better to simply spread units out while still keeping them supporting each other. You will never have enough fuel to match the enemy with tanks as OKW so you need to overwhelm them with infantry (which translates to just map controlling the fuck out of the enemy and having 2-3 flanking forces ready at all times.) Probably true; early offensive power isn't actually all that great early game compared to dumping a Kubel at cut off and giving the other guy the finger while STURMPIONEERSGUNJAMGUNJAM move past suppressed units like a cop spraying protesters with mace. Faster access to the fun-stuff does help them out alot but its more highlighting what the actual unit problems are. Kubels really aren't hard to counter, yeah OKW has an aggressive early game but that's because the entire theme of the faction is based around a rush to get as much territory as possible then lock it down with trucks. Playing defensive as OKW will lose you the game, but that's twice as true for USF. Thing is; OKW has gotten a lot of the alpha changes its needed to be less gimmicky while USF has not. In: COH2 Balance |
Thread: Stepping into 1v1's as Ostheer27 Jul 2015, 18:43 PM
Who said call in meta was dead? #Pumalyfe #floatlyfe #prostruppen Pictured: IS2's worst enemy. In: Replays |
Thread: Broken balance USF vs OST27 Jul 2015, 18:02 PM
>Also, isn't an machine gun team designed to be a TERRITORY denial tool. The maxim is actually really good at denying territory now since it got AoE suppression. It can shut down flanks by repositioning. In: COH2 Balance |
Thread: USF: Bleed Infantry, Paper Armor, DOA weapon crews27 Jul 2015, 17:40 PM
Whats the point of playing USF currently. The whole faction is seriously lack on all fronts except for its "amazing base infantry unit" that doesn't scale and bleeds like no other. Let me address you point by point. USF basic infantry (riflemen) vet scales them like all other basic infantry, and like all other basic infantry they are dependent on weapon upgrades to truly shine late game. 1919 rifles are extremely potent and BAR rifles are nothing to sneeze at either. Their armor hits the field late making its already paper thin armor impossible to keep alive let alone micro as most of their tanks lack the crush capability to crush dead friendly tanks. All mediums have "paper thing" armor with the exception of the Vet 2 PIV (or OKW PIV) and the Easy Eight. USF just has the lions share of medium tanks. With heavies being limited to one you might have noticed that all basic AT guns have extremely low bounce chances on even the non-paper thin armor tanks. Ironically the faction hurt most by this is Ostheer; who's mediums hit the field dead last which means you need to tie vet 0 PIV's against a LOT of AT. Weapon crews are insta wiped as they only have 4 men and with the revived accuracy on them, they only tend to last a few seconds before they are wiped off the map. All USF and OKW crews should have 5 men IMO, and Iv never liked the received accuracy on MG teams but w/e at least when you recrew you don't get that anymore (which means para dropped weapons when recrewed are more durable) This whole "USF" op thing, is bullshit. Depends, USF blobs with barfinder/para spam is brutally OP against OKW who lacks any kind of late game suppression platform. But yeah in general USF is not OP. currently the faction has The Highest amount of micro required out of all factions Micro is not a catch all term. OKW relies on microing a lot of infantry units aggressively and baby sitting a small amount of tanks. Soviets rely on microing a coordination of artillery/support weapons for area denial while playing aggressively with armor. USF relies on extremely aggressive infantry play while remaining mobile with armor support. Ostheer relies almost entirely on support weapon micro while using tanks to support defensive emplacements or flank attacking enemy forces. One upon a time USF required the most micro, but since all factions now are stuck having to use lots of mediums I wouldn't say that's the case. What is this faction supposed to not have bad between its poor armor, bleedy infantry, and dead weapon crews besides the P47? because I cant think of anything this faction has going for it. USF trades durability for extremely high offensive power. That's it's "gimmick". Relic decided to reduce OKW's gimmicks, now it seems like they will next start focusing on USF if their streams are any indication. In: COH2 Balance |
Thread: UKF - Know your units - .Centaur AA Mk. II Cruiser Tank27 Jul 2015, 17:04 PM
It's an Ostwind combined with an OKW Flak HT. In: Lobby |
Thread: Broken balance USF vs OST27 Jul 2015, 16:51 PM
Conclusion of this topic. vs Bad Ostheer players USF is easy. vs Good (top50) Ostheer players USF is unplayable? /close topic Kappa I had this opinion until I played against miragefla (who's like 4 times high ranked than me lol) and me and my team mate bulldozed his double USF team into a mass grave. Yeah uh USF needs some help. http://www.coh2.org/replay/37341/2v2-versus-miragefla In: COH2 Balance |
Thread: Broken balance USF vs OST27 Jul 2015, 16:45 PM
Easy to do sensible USF changes: 1. .50 cal to HQ, smoke grenades (10 muni) on Volks and a HE shell barrage on the LeiG to help counter entrenched positions. This way Volks get more useful and USF gets something to support itself early in the game. 2. T0 or T1 mortar 3. M10 crush reduced so it no longer can wipe 3 squads in 2 seconds, price increase, and it's now built after the player unlocks either T1 or T2 (assuming you have the commander) 4. USF AT gun's Tungsten shells are now free but have a much longer cool down on them. 5. Captain and LT don't come with BARs or Zook's but can be purchased on them for a significantly reduced muni cost. Also after you Unlock the captain Zooks a reduced to 40 muni each and BARs after you unlock the LT are reduced to 50 muni each. 6. Jackson health increased to 560, damage reduced to 160, reload reduced by 1 second. HVAP shells give guaranteed penetration but no extra damage. 7. Health on the Eight Eight increased to 800, health on the vet 2 Ost PIV/ OKW PIV increased to 800 to compensate. thoughts? In: COH2 Balance |
Thread: ML-20 and barraging the enemy base need a nerf. 27 Jul 2015, 16:33 PM
Forward trucks being punished by artillery has been in the game since WFA release; that isn't what the problem is here. The problem is that OKW has zero counters to base artillery and the OKW can't build his trucks anywhere on most maps including his own base without still being shelled by the enemy. It puts a hard cap on how long you have to win the game as OKW. If you don't win before howitzers become a factor you will be slowly pushed all the way off the map. In 3v3 and 4v4 the maps are so big a howitzer in your own base can't reach the enemies. On most 2v2 and 1v1 maps a howitzer can easily reach the entire map. The ML-20 would be fine if: A. OKW had a reliable counter (seriously I used scavenge artillery 3 times on 1 howitzer and it took like half health off and nothing else, that's 540 munitions right there) B. It did less damage so it's AoE 1 shot radius wasn't so insanely huge C. It could not be build in base sectors. Iv suggested it before. Make the new OKW commanders come with counters and make Luftwaffe Ground Troops come with a ME-262 bombing strike instead of the Air Attack ability and ME-262 recon sweep instead of valiant assault. In: COH2 Gameplay |
Thread: Broken balance USF vs OST27 Jul 2015, 14:29 PM
I feel match-ups vs USF in 1v1 is almost a piss-take, I don't even need to micro and I win. I wonder how many 2v2 replays I need t upload before this stupid meme dies In: COH2 Balance |
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