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Post History of Alexzandvar
Thread: reasoning for putting a flak gun on the OKW base building?2 Mar 2015, 19:46 PM
Uh, his blob isn't going to do anything to your AT gun if your covering it. And it doesn't take 30 seconds of shooting at 160 damage shot. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 19:42 PM
Well you don't need to make a building to get your infantry out, so I fail to see how grenades are a bad investment when they can really mess your opponent up. if you make his kubel/kubels retreat then he's going to lose his support, he loses his support he loses his Volks, he loses his volks he loses map control. I know it's a popular meme ATM on .org to refer to OKW as OP in every scenario, but early game the ball is in the USF players court more than any other faction. Play aggressive with a little bit of micro and you can push the OKW player right off the field pretty early. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 19:31 PM
I guess USF does struggle against Kubel spam if you ignore smoke grenades existing. And your MP bleed isn't going to be all that high early game unless your literally running right into his Sturms instead of hitting them from cover. Rifleman walk all over Volks. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 19:26 PM
In basically every competitive setting the win rate between OKW, Soviets, and USF is about the same with Ostheer falling behind. And unless you have found a way to alter time an early game advantage is typically better in a competitive match because the early game happens before the late game. As Axis the burden is just to survive the early game push/rush, then things start to get interesting mid game were everyone is about equal in strength, then you enter the late game were axis is better. It's stupid design any way you slice it. It should be Early Game Equal --> Mid Game Equal --> Late Game Equal Not Allied Advantage --> Mid game equal --> Axis Advantage. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 19:16 PM
Yeah but back then it was literately destroying everything. It still does, USF is as bullshit as OKW is. Both are spam factions due to lack of options. One just has better late game, but until then it's USF dominance all day every day. The solution here is a basic redesign, not just kicking the can down the road with small unit teaks and cost reductions. If you can garner a general theme from my big effort post, it's that OKW should be stretched thin MP wise due to having actual things to spend MP on and not because of an arbitrary income reduction. In: COH2 Balance |
Thread: Russian engineers2 Mar 2015, 18:06 PM
If they lose a single model they won't be able to beat out cons unless your opponent gets really unlucky. Pio's either need demo charges/more utility like CE or a price reduction. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 18:04 PM
Uh, well nothing has changed lol. AA HT can still easily keep out of range of shreks, and USF is still a walking mass of rifles. In: COH2 Balance |
Thread: Grens...2 Mar 2015, 17:59 PM
But you will never ever have the resources to use everything. I HAVE to make t1 because it has my basic infantry in it. I HAVE to make t2 because it has my AT guns in it. You can easily go t0 -> t2 -> call ins as Soviets because that way you get AT guns, Maxims, Mortars, and basic infantry. And you don't need to pay anything for getting cons at the start. So what if Ostheer has better stock units, the faction has an entirely different design philosophy from Soviets. There is a reason so many soviet docs give you elite infantry at 2 CP and tanks later. That's because Commander units are your bread and butter, for Ostheer it's your non-doc units. The only problem is that Ostheer T3 is under preforming and T4 is expensive as fuck, which has created the silly call in meta issue for them. As said before Soviets can squeak by because they are entirely DESIGNED around call in meta fuckery. In: COH2 Balance |
Thread: OKW manpower penalty?2 Mar 2015, 17:49 PM
The 200% income from truck points that were locked down was removed from a reason, it didn't work on every map and people would be livid if you could lock down a fuel from capture with a Schwer. If I was to radically redesign OKW I would give all OKW squads a 5th man and adjust pricing accordingly. Remove the LMG 34 and give Obers StG 44's and a optional LMG upgrade for 90 muni. Sturms get a Foaust when you set down your first HQ, Volks have an optional AI upgrade of 3 StG 44's + cold protection for 90 muni if you don't want a shrek. BG HQ has an AT gun you can make at it that's different from the Ost Pak 40, IR HT is moved to mechanized, ISG is either buffed or just removed from the game. All vehicles across the board get a 33% reduction in fuel cost but a 50% increase in MP cost, so the Panther is 735 MP but only 115 fuel, JP IV is 600 MP but only 85 fuel. That way as you take up pop cap your ability to make vehicles is drastically reduced due to lower MP income, this allows you to actually get tanks out the dor but it's actually hard to replace them. Flak HT set up time is removed, it just needs to stop to fire. It has an optional lock down at 3 like the USF AA HT that extends it's range and makes it more effective against air craft, it would take several seconds to break the lock down and you couldn't use smoke while locked down either. Puma is given an optional armor upgrade that increase health and armor, said upgrade removes the ability to use smoke and slows the Puma down. Stuka Zu Fuss gets incendiary barrage at vet 3 instead of 4. It's reload time is reduced but it fires in a circle like it does with the incendiary barrage instead of a line. This way it's better against blobs and denying territory while still being an effective building counter, but a smart player will almost always be able to move out of the way of the barrage instead of having no win scenarios were your caught in an alley way/retreat path. Once 2 HT are converted you can build static howitzers, but they have to be in a sector that you have converted an HT on but if the HQ dies the howitzer remains operational. So no building artillery in your own base that's proof from enemy fire. There are 3 tiers of howitzer each tied to a building: In the BQ HQ sector you can create a LefH 105mm Howitzer, unit would cost 600 MP with a vet 3 ability that allows it to fire incendiary shells: In the Mechanized HQ sector you can make a sFH 18 149mm Howitzer, unit would cost 700 MP with a vet 3 ability that allows it to fire directly at an enemy tank in LoS: In the Schwer HQ sector you can make a 21 cm Nebelwerfer 42, unit would cost 500 MP and be capable of firing smoke barrages when you reach vet 1: Sturmtiger give the ability to track again, and you can pay munitions to make it reload faster. PzII can enter scouting mode similar to the t70 allowing it to sight for itself at the cost of reduced speed and ROF. Panther's improved armor/health at vet 2 is removed, you can instead chose to upgrade it's armor for a set amount of munitions. KT is special, it's fuel cost/mp cost remains the same but for every KT that hit's the field your fuel income is reduced by 33%. It's vet 1 blitz ability is removed and instead replaced with a vet 1 ability that drastically increases your ROF but comes with a long cool down and heavy munition cost. Commander changes: Fort remains mostly the same except the Pak43 has to be in an HQ sector (but will remain operational if the HQ is destroyed) and it takes the place of any artillery you could have built in that sector. Luftwaffe has some major changes, instead of being a regular infantry doctrine this one focus's on using Germany's advanced air force. Fallsch no longer just pop out of buildings, they are para dropped in by plane. The final ability of this doctrine (12 CP) is a bomb strike call in were a Arado Ar 234 drops several bombs in a line, the plane cannot be shot down and the ability can be called in on an area with out vision Cost: 250 munitions. Replacing the MG34 is a early strafe similar to the close air support one. The advanced fortifications ability is replaced with a recon over flight. Valiant Assault is kept the same. Spec Ops remains mostly the same, IR StG 44's take the place of the Ober LMG upgrade, Panther has armor/health upgrade like the regular ones does. Radio silence is removed and replaced with radio intercept but costs munitions and only lasts for a limited time. Salvage is reworked. Ostwind call in is moved to 7 CP's and has the same MP increase and fuel reduction as the rest of the faction. Advanced Salvage now gives you the ability to either salvage for more fuel, MP, or munitions. Advanced Salvage is only capable of being preformed by Sturmpioneers. The 105 howitzer artillery call in is replaced with a on map buildable 35.5 cm Haubitze M1 Artillery piece that making disallows you for constructing any more howitzers that game. It could be only built in your Mechanized HQ center at 12 CP and it takes munitions to reload after each barrage. JLI remain the same. Elite armored is entirely redone. At 2 CP it gets a Pgren in HT call in. At 4 CP your Sturms gain the ability to repair engine damage quickly for munitions similar to the USF crew ability. At 6 CP your tanks can detect enemy tanks at a distance out of LoS, the crew will note to you what weight class the tank is (light, medium, heavy) but not the specific type. At 10 CP for 210 fuel and 900 MP you can call in two PIV Ausf J tank aces (as in they are both vet 5), you fuel and MP income is reduced similar to the Tiger Ace call in. Breakthrough remains mostly the same, the quick decap ability is moved to 2 CP and increases the speed of your infantry as well. Jadgtiger reduces your fuel income by 33% like a KT does, but other wise remains the same price as it did before. Breakthrough Officer is removed and replaced with a Artillery officer similar in form to the Ostheer one. Well, that's my suggestion. In: COH2 Balance |
Thread: Grens...2 Mar 2015, 16:11 PM
Not it isn't. Soviets can chose tiers based on what they want/need, as Ostheer you have almost no choice but to waste your fuel/mp to make a tier for a single unit or just wait for call ins. Both Soviets and Ostheer have expensive teching, it's just that one actually has the ability to refuse to tech beyond even their first tier building because the entire faction was designed to be a call in meta faction. I can't go tech 1 into Tigers/Elefants as Ost. But I can absolutely go t2 into any call in doctrine in the game as soviets. In: COH2 Balance |
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