Problem with OSTH 1v1 is how campy it gets. The entire game is about the USF forcing his way through a mega camp of MGs + ATs + Grens + Mortars. Even their P4s and eventual Tigers arent used as 'Tanks' rather much more semi-mobile immortal units of death, sitting behind passive camps that require MINIMAL micro.
- MG planted with arc covering sector, check
- AT gun just behind the MG covering the entry point, check
- Mortar behind the AT, bombarding any attempts to flip VP/Fuel/Ammo, check
- 1-2 Grens, now with LMGs, to rip charging/flanking infantry, along with insta engine hit fausts, check
- P4s or CP based Tiger/Panther, sitting behind it all, check
In any other RTS, you would be labelled a mega-trash newb for camping like 99% Osth players do in 1v1s. Just squat on 1 fuel/ammo/VP with 4 units, then send the blob to take the other. GG.
You lose cause youre bad, you win cause youre a camping git and the game isnt balanced - Fact ![:D :D](/images/Smileys/biggrin.gif) |
But how brave you are, you will play the overpowered faction of the Axis side for 100 games
Er lol, i just spent 19$ for Wester armies, so i can only play USF or OKW. If as you sarcastically point out, i indeed wanted to just ride the 'OP' faction, why would i have played 100 1v1 games on USF?
Anyhow - Ostheer balance maybe tweaks requiring a scalpel, while OKW requires a hammer and major changes - but both require changes.
In fact base Ostheer is fairly balanced in 1v1, its some of the Commander units/powers that are absurd. |
Whoops, i guess the moderators can shift the thread to its appropriate section
Also people, please feel free to add/critique etc. |
The top 200 is frankly a highly skewed subset to look at for Win%. The infamous and undoubted 'micro/skill' tax on all USF players is obviously mitigated by higher skilled players at Top200.
The same data for Top 3000 would show significantly different results. Especially 1v1s. |
The voting options arent clear, you shouldve asked:
1. Yes
2. No - needs a buff
3. No - needs further nerf
E.g. i would like to vote NO, but as '3' i.e. i think all heavy armor in COH2 needs further nerfing. Its absurd and stupid balance far in favor of Axis in all game modes. |
What about you just shut the garden up and play 100 games as Axis and prove the rest of the world how you are "a 65-70% win player who is playing a disadvantaged faction" when playing Allies ?
You mad brah?
Jokes apart, firstly, i claimed not 'Allies', but USF only. I already said i have no idea how Soviets are playing in the game right now, as opponent or as my faction - since i dont own Soviets and have no immediate plans to buy them ![:) :)](/images/Smileys/smile.gif) But rest assured i will play OKW 100 games and post my findings! So far 7 played, 2 wins vs USF and 5 losses vs Soviets.
Im overall 50% as USF, does that mean its a perfectly balanced game or im a typical average player? The overall 50% is a moot stat. One needs to look at v/s OKW and v/s OSTH separately. Since RELIC doesnt provide me that data point, im just going with my anecdotal number of 65-70% win v/s OSTH, maybe its 60% maybe its 55%, i cant say for sure. If there is a way to find this out, please do tell me.
Try and contribute constructively, you just seem like barking garbage. |
Hi All,
I made a Balance feedback and just wanted to also make a 'TIPS' thread. As my win% shows, im not a pro by any measure, but there are various tips that ive learnt over the course of my first 100 games and hopefully this thread will help other new USF 1v1 players.
GENERAL TIPS:
- Know the maps. v/s both OKW/OSTH its key to deny them fuel while having enough fuel for yourself. To a lesser extend this is also true for Ammo. Most 2p maps will have 2 fuels and 2 ammo points. This is going to be the focus of your fights. Individual maps have key choke points or critical areas where eventually most fights land up - you must try and control these regions at all times. (I will make a map specific tip section in later posts maybe)
- Keep your squads together: Whether its Volks spam, or a Kubel with Strums or Grens with MG42s, your best chance of success is to ensure flanking with 2-3 Rifle squads during an engagement. Use garrisoning to buy time (remember Strums will eat up rifles inside a building and vice-versa i.e. holed up strums will eat up solo Rifles who are outside)
- Volks are great at long range, charge them down. Strums are great at close range, run away from them into cover or into firing range of another rifle squad. Against Grens its usually an even fight, so look for superior cover. Against Kubels, you need to flank, just as with any MG squad. (Running into a nearby building works well vs Kubels)
- Its easy to get trigger happy with early Grenades. They not only delay your FUEL-based tech, but theyre easy to avoid by decent players and will lead to Ammo shortage, which you desperately need for BARs/Zookas. Unless facing a MG spammer, using garrisoned MG42/34s avoid teching Grenades.
- Dont sit on idle resources, even if youre winning the early game (pre 10 mins), either the German player is rushing Med or heavy Armor. Prepare for it. Its best to start with a clear PROACTIVE strategy in mind, rather than react 1-2 mins after seeing what units the German player is throwing in.
- PROTECT YOUR VEHICLES AND SQUADS: Do not let them die easy. The key difference between fresh newbies and better players is how effectively they manage their investments. Make each vehicle count. Learn to use 'U' and reverse away from dangerous situations. That 2nd hit must be avoided!
BUILD PRIORITIES: This isnt a static 'Build Order', rather a tactical priority i.e. at any given point in a match you need to evaluate multitude of factors and decide what you should be building to best combat the situation.
V/S OKW
CORE STRAT: use AIRBORNE Command. Early 3 Rifle + 1 RE squad with a rushed Lieutenant and M20 should help you control the map. Then you want the Major out and rush Shermans. As the adage goes, this is the ideal core strategy, since most plans are blown away as soon as you make contact, try and follow this priority.
Why Airborne? The Strafe is needed to help negate later Heavy OKW Armor. The Airborne squads with Thompsons are your best Anti-Infantry v/s Obers or Fallschrims. When used with their special ability, they will rip up Obers and Falls, key is to send in a meat shield up front. The MG and AT drops reinforced with RE squads are an expensive but mobile way to help a remote point of the map in a pinch. (I rarely use them though, the AT gun is fairly trash)
FUEL PRIORITY:
- *Grenades: If the opponent is spamming MGs on a map with lots of key buildings on key points]
- Lieutenant: great Anti-Infantry. (Dont charge with them head first unless vs a solo squad, use them to flank and bring up the rear after charging with a Rifle or RE squad.)
- M20: many people advocate Half-Track, but maybe my micro isnt good enough, i just find by the time it comes out the OKW player has a Puma out or PSchreked Volks, both of which wreck the significant fuel investment.
Im still learning to best optimize the M20 mines, when placed well, they swing games since they do 1 shot German light/med vehicles and cripple the tanks.
Also, dont send them solo into multiple squads, they will get overwhelmed. Keep away from Volks with PSchreks (revolve around his squads like a madman).
Once youve made his squads retreat, rush to the farthest fuel point and take with your vehicle crew. You should do this for Fuel/Ammo/VPs throughout the game to pressure multiple points.
- Ambulance: On 2-4p maps, its critical to not cede map control by retreating all the way back to base. You need a forward point. Use the ambulance to repop your injured squads near the frontlines. (Ambulance needs to be stationary in a friendly territory). Once you have your Major, you send him near the Ambulance and use him as retreat point.
- *BARs/Bazookas+Captain: If you see the OKW T4 truck or a single Ober squad, you need to get BARs. If you see a Puma or a Luch you need to cancel your Major (if u can) and instead tech for Zookas and Captain ASAP. While Zookas are nowhere near as effective as PSchreks, they still do very well vs Light/Med German Armor. Forget the Major/Shermans and win the game with Rifles + Airborne, at least half the squads with Zookas and your Captain.
Only if the game still drags on do you need the eventual Major, since the OKW even with fuel denied will eventually get off-map Heavy Tanks. You need your shermans/jacksons then.
- Major: You need him for the Shermans, and use him as a forward retreat point.
- Shermans: Your core fuel dump. DO NOT rambo in solo. OKW will certainly have Volks+PSchreks, AT Guns and a Panther/P4 around the corner. If youve played a good game, your first Sherman will hit the field at about the 12 min mark.
AMMO PRIORITY:
- *Grenades (Try and avoid unless OKW spamming MGs into buildings)
- M20 Armor skirts and Mine
- Thomsons
- *BARs (if T4 truck spotted/Obers)
- Sherman .50 Cal
- Strafe run
TLDR:
- 3 Rifle, 1 REch, 1 Lt, 1 M20, 2 Airborne (Thompsons if v/s Obers or Fallschrims), Ambulance, Major with Shermans is your ideal army
- Fuel Priority is Lt-M20-Ambulance-Major-Shermans. Bazookas+Captain only IF early Puma/Luch. BARs to be added late game OR pre-Major if early Obers or if you DONT have Airborn+Thoms.
- Add 1 Fuel and 1 Ammo cache if you have the early advantage. Airborne strafe costs 240! ammo and is needed to deal with OKW Heavy Armor Panthers/Tigers.
Next post, v/s OSTHEER. |
USF vs. Ostheer is... Certainly much better than USF vs OKW. I dont think USF needs to be any better vs. ostheer, so i would call a lot of the complaints a problem with OKW.
I think thats a fairly accurate summation - Ostheer is frustrating and drags out the game, but doesnt seem pointless and imbalance. Rifle company with vetted Rifles, some flamers thrown in and E8s is my usual go-to strat.
vs OKW USF is really throwing as many Rifles as you can and hope you can control enough of the map to deny late game units. Ive been trying Airborne with a rushed Lt + M20, then going Major and Shermans, but with very poor results.
My overall win% is 50% but im certain im 70%+ vs Ostheer, meaning im horrible vs OKW. Im glad to see im not the only one with this view. |
Have you tried using Rifle AT grenade on any German med vehicle good sir? |
Dear Relic,
SO i made a semi-raging thread after my first 50 games. After some posts that im not proud of in hindsight, i took aboard the feedback from the thread and played another 50.
My win is still exactly 50%. That may be a fair measure of my skill and maybe im a 65-70% win player who is playing a disadvantaged faction.
Anyhow, rather than the usual wailing and balance gaps that are littered across the forums, here are some peculiar balance points that i would like to focus on. Now i understand the design goal of ASYMMETRIC factions. Starcraft series does it best. I dont think the current state of 1v1 is way off.
Someone posted a stat regarding win%s of the top200 players. While for 1v1 they were frankly as balanced as one can expect, i would love for Relic to make public the win% for the entire 1v1 automatch pool of players, not just top200. The 'micro/skill tax' on USF players is undeniable. For every unit a OKW/Osth makes and plonks down to passively control map points, USF players need to individually micro 2-3 units to counter it. Classic example is the Panther/Tiger v/s Sherman/Jackson/E8s situation. Or a typical camp of MG+Mortar+AT holding down a key fuel/ammo/VP.
Anyhow, some undeniable imbalances i find, seemingly in the name of Asymmetric design:
- USF Med Armor takes engine hit majority of the time its pfausted by Fallschrim/Grens. The entire 'thing' about Shermans/Jacksons is mobility. If a single unavoidable hit from OKW/Osth infantry squad cripples your Med Armor, how are you supposed to flank those far superior Tigers/Panthers?
[SUGGESTION: Can we please half or significantly lower the chance of engine damage on this ability? Its not like the German army is lacking AT power that this is needed.]
- USF base has ZERO anti-armor capability. Ive had games in which opponent has ceded control of 80%+ of the map and then a 9 min rushed P2 'Luch' slams my entire army. It can walk into the base, completely immune to base defenses and murder all retreated squads. A Sherman walking into a T4 OKW truck, leave apart the base cant do the same.
[SUGGESTION: Can we please reduce the penetration of the T4 Truck Gun, so it cant penetrate Stuarts/Shermans/Jacksons so easily? If the OKW wants to lock down forward points, there needs to be risk involved for the huge advantage it provides. Also please add SOME AT static defense to the US Base, its so vulnerable to Armor rushing]
- Volks with PSchreks, it cant be said enough, how absurd a blob of 3-4 Vet 4-5 Volks are. And really, its only a matter of time before they are Vet 4-5. They hard counter EVERY single USF Armor unit AND 2/3shot USF bunkers/fuel-ammo caches. Ive had games where ive destroyed the entire OKW army, including all but the base truck and lost to Volks+PSchrek spam, amplified by the eventual off-map Tiger/Panther variant.
[SUGGESTION: Can we please relook at Volks veteran-rank benefits. If upgraded with PSchrek their anti-infantry power needs a nerf, maybe remove grenade ability from squad once upped with Pschrek?]
- Certain maps, like Semios, its absurd to play against a competent OKW/Ostheer player due to the nature of the single choke territories on either side. In vCOH USF could make their own MG/Mortar/Snipers/Jeep, but against competent players its near impossible to win on Semios as USF. Ostheer will lock down that choke territory with the unbreakable MG+Mortar+AT combo. OKW will slam down forward T2 and T4 trucks and then use the balance of his blob to hit on other parts of the map. TLDR - No USF non-commander Mortar unit, OKW T4 truck gun is too good, Osth camping is near impossible to breach for USF. Charging down German positions i have nearly always lost a game. The German player sits pretty on two VPs, further fortifying his camps and when i eventually assault him, its a near 'unwinnable' fight.
[SUGGESTION: Certain maps need a redesign in the context of USF design of COH2]
- 'Win All' units. So the game is one of hard counters we are told. However,
a) What is the hard counter to early 2-3 Stug IIIs? (within 12 mins)
b) What is the hard counter to an early Luch? (8-9 mins)
c) What is the hard counter to a Panther? Im not talking about games when i have 6 Infantry squads half with zookas and 3 E8s, ofcourse i win those. Im talking about the well fought games, and the Panther enters the field. Apparently allowing him to make the Panther was 'my fault'. Its absurd to think that ALL games USF can dominate to the point where german wont get a SINGLE Panther/Tiger, from buildings or off-map. They eventually WILL always get one. And v/s decent opponents, what is one supposed to counter a Panther with?
d) What is the hard counter to a Tiger Ace or Panther V? (It isnt Airborne strafe, even with an AT and a Sherman or 2 E8s hitting the panther, the airstrike wont kill it, since the player with just one mega unit to control just backs it all the way to his base/near Anti air defenses and will 99% live at 5-10% HP despite ALL you throw at them)
Ive watched many replays and live games of 'top players' and they too seem to suffering to the same above issues.
Can someone please advise, should i just play OKW till the USF is balanced or im still missing a few things? (I played a few, won vs US and lost all the games vs Russia, lol, still learning about Russian faction, frankly no idea what theyre about)
EDIT: As many in this thread have pointed out, as well as reading through the above, its clear the major issues with 1v1 balance for USF are v/s OKW. The USF v/s OSTHEER is fairly balanced, barring the obnoxious heavy armor in late game id say, and near guaranteed engine hit on the panzerfaust |