Most of the maps in the game in 1's and 2's are far to small for the long range advantage of Grens to matter when with the LMG42. If a enemy can just walk right around a corner and be in your face your not going to have a chance to kill models.
If grens had a ability to take advantage of their long range power than they would be fine, but the rotation maps don't allow that to happen 90% of the time.
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Post History of Alexzandvar
Thread: Grens...2 Mar 2015, 20:43 PM
In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 20:39 PM
4v4s are harder to play. Wow that is a FIRST. LOL ok then no point in talking to you about this. Thats the same logic behind the 1CP Shock Troops back in the day. People CAN BEAT IT! ITS BALANCED! Allied 4's for a coordinated and competent team is as easy as any other game mode. I'm actually agreeing with you but you can't see it because your shouting past me. And float doesn't happen because lack of infantry losses, it happens because you have nothing to spend it on. No tanks, no support weapons. And you need to check the veteran bonus's for OKW units. Obers only get a bonus to accuracy (as in shooting things) in vet 2, and Vet 3 Volks are on the level with just regular conscripts. In: COH2 Balance |
Thread: Grens...2 Mar 2015, 20:31 PM
Fun fact: How exactly do these two things coexist in your head. In: COH2 Balance |
Thread: Grens...2 Mar 2015, 20:23 PM
He's referring to what Luvnest said earlier, most of the maps are so small and cluttered with cover that the long range advantage of gren's almost never matters. On Steppes you might be sitting pretty, but on Eddlebruck your going to get face raped by BAR rifleman and shocks. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 20:20 PM
Ok so going back to game modes. Either way in any game mode regardless USF ALWAYS has to manage more units and use more Micro. Do you see the point yet where your arguement is about to break down? They lose more because the amount of micro they need to succeed in supporting and working with their team mate increases. In 1's you can handle a single player easily because you have more than enough stock units/counters to that 1 specific faction. But beyond that things get complicated. A well coordinated Allies team can easily ruin a Axis team, IS2's backed up by Jacksons is the deadliest synergy combo out there. But again, this requires a plan and good micro which isn't very common against the average player. Can you see the logic here Higher game mode ---> More coordination and micro required ---> Harder to play. It has nothing to do with specific units being OP or UP, rather, it has everything to do with Soviets, USF and OKW being all super cheesy factions. How can a OKW player micro and coordinate medium tanks and support weapons that don't exist. If the entirety of OKW was adjusted to were it required about as much micro as USF did, then you would find far less players playing OKW in 3's and 4's. If you want an example of a very very good unit nobody uses because of the micro needed for it, here it is: In: COH2 Balance |
Thread: Can we "buff" the Ambulance Engine already?2 Mar 2015, 20:13 PM
Yeah, and buildings are more durable than mobile trucks, this is reflected in game between multiple units with out bringing realism into the mix. The ambulance is mobile, and it has an AoE heal you don't actually need the medics inside the truck to use. It's fine for it's cost and all it needs is a acceleration buff. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 20:10 PM
Ummm how is a 100 pop cap army any easier or harder to manage in any game mode? A horde of mediums is harder to micro than a heavy, so more players use heavies, but a horde of mediums WILL do a lot more for you than 1 or 2 heavies will. USF can be extremely strong late game in the right hands using good micro and abusing popcap by decrewing your tanks, but most people don't have the micro for it or know how to pop cap abuse and thus you don't see many USF players preforming well late game. The reason I redesigned OKW like I did was to encourage more support play and managing units/tanks/artillery around the map rather than having a giant horde of infantry roaming the map like we do now. 4 Jacksons can put out a INSANE amount of damage in a short time, but it's hard to micro 4 Jacksons. In: COH2 Balance |
Thread: Can we "buff" the Ambulance Engine already?2 Mar 2015, 20:05 PM
The OKW truck has a lot of HQ and is immune to small arms fire because it's a building. Comparing ambulance and BG HQ is stupid because ones a light truck and the other is a massive HT with sandbags surrounding it. And you can just make the medics jump out of the truck and heal you with out a cool down, and if you want the medics by themselves just throw an RE squad in the ambulance. edit: And it also heals anything around it when the ability is used, the OKW medics cannot heal every unit around the HQ all at once. Which would be a lot better IMO than what we are stuck with now. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 19:55 PM
I play 2's and 3's the most. But Ostheer struggles in twos for the same reason it does in 1's. There is a reason most Axis AT's in 2's are 1 OKW and 1 Ostheer, and in 3's 2 OKW and 1 Ostheer. USF is miserable in 4's because of the amount of micro required in order to succeed late game, but in 2's it's not that hard to pull off. USF's insanely good early game snow balls when you have more than 1 USF player, Iv seen plenty of gimmick build AT's were it's just 3 USF and you rush out so many riflemen and FP's that it's utterly overwhelming for the Axis players. It's no secret allies require more coordination and micro, but this would be the case for OKW to if they had any way to actually do combined arms. But ATM OKW has no tanks, and they have no support weapons. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 19:50 PM
USF starting fuel 15. Nades 25 fuel. So yeah. By the time you have enough fuel the Kubel can push you back a few times and oh wait starting muni 0. So what by the time you get nades and retreated and waited for them to unlock because it isnt instant you MAY have enough to pop one...single...smoke nade. Well, that's an even simpler scenario. But the Kubel isn't exactly a KT, focused fire from Rifles will kill it pretty quick. It's like any other MG, just strafe left or right while another squad runs up down the middle. I generally go 1 Rifle than 1 RE as my first two starting units. And if I don't kill his kubel (if he even gets one) I'll go early grenades. In: COH2 Balance |
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