I really like ppl who say something like
"I want to go T1, I dont want to pick guards, I dont want to tech nades, I dont want to lay mines, Luchs hit the field way too early, nerf it plz".
I mean, if you play against OKW and you dont want to pick hard ... or at least some kind of counters, then dont play 1v1, play 2v2+ where your allie can support you.
I mean, countering OKW light armor play is insanly easy in 1v1 as all factions, aside from USF maybe.
I could tell you the same "I want to play brits, I dont want to go for AT guns or AEC, I would rather wait for my boforce, but luchs comes to early, before I can build one, nerf it plz"
Really, if you guys have some sort of non-meta super ESL strategy which will end enemy in a second no matter what, but fast luchs counters you, then hell, go to 2v2+. Dont play 1v1.
I would even say, that with all amount of possible counters by timing, luchs arrives way too late for its perfomance. Because its pretty much can be hard-countered right of the bat, and you will be left with unit which cant really be used aside from hunting back capping units. Thats why I usually face MLG IGs spam, coverd by Flak HQ, which is WAY more annoying and hard to deal with, then luchs. |
No, this mindset is bad.
Grab an M20 or an AA halftrack and you'll be able to seriously threaten his sniper. The key is to get weapon racks and get a couple bazookas to deter the 222 from engaging. (Or a bofors to hide behind, but getting in the habit of getting weapons early is better.)
My suggestion would be for both players to get relatively early weapon racks and some AT weapons to hard counter the 222, allowing their light vehicles like m20 or universal carrier to deal a lot of manpower bleed and threaten the sniper. The American AA halftrack is also extremely hard to deal with when used properly before you have a pak so take advantage of that.
Also, anyone building double sniper will have other weaknesses. He won't have as many units to cap on the flanks for example.
Well lets not forget that its not always Ost+Ost it could be Ost+OKW and OKW can pretty much cover Ost sniper weaknesses, by inf and raketen\schrecks. Since Brits usually cant provide a lot of inf support early on because of how excepnsive and vinerable to snipers tommy are, USF guy will be pretty much alone untill mortar pit. |
I fail to see where counter snipe is totally dependent oh ost player ?
Because ost player can be awair of your sniper, can scout and so on. Not to mention that brit sniper arrives usually at the same time with 222s, and we all know how this shit is working at finding snipers.
Not to mention, that some maps like Rzhev or Minks, provides a lot of help to german sniper, due to cover and side blocking shiet.
And ofcouse lets not forget, that Brit sniper requares like 2-3 seconds aimnig before shot.
So in general ost sniper have advantage over British sniper in every possible way aside from clocking, thats why counter sniping is mainly depends on how bad\good ost player is. |
So, question is here. How to counter 2x snipers in 2v2 as USF+Brits in 2v2, no randumbs.
Pretty much sniper is raping both USF and UKF, counter sniper is totaly depens on ost player skill and map in general, going for anything but stuar is poinless because of 222s, while stuarts hit the field quite late, and sniper already could deal enouth damage.
Right now, this strat feels harly beatable in good ost player hands. |
I've been looking to adding commander abilities and I'm currently trying to find the easiest way of getting a neat list of all the abilities. I think attrib/armies/x -> army_bag/abilities is the best solution as there's very little non-commander abilities.
It could be, but at the same time british for excample dont have their abilities in army_bag (thats the reason why you could dupe their commanders and abilities in auto match)
In that case, I think that few abilities from OKW\USF could be missing aswell, like EDIT: Just checked it. I was right, abilities from Overwatch\FouerSturm\Calipe\Persh commanders aren't in army_bag.
I also could suggest you, going to inventory/commander or commander abillities, because at least all commanders and non-used commanders abilities are located here.
And later on you could simply find un-used abilities by excluding already used ones. |
Great job! Also, you should add function so you can add commanders abilities or remove them, because so far this is the only downside of the mod, when you need to change test specific ability, you have to relaunch game and pick the commander. |
+1 but Relic still hasn't commented on the leaked Japanese image
You are joking y? Its jap pic is pure photoshop. |
It would be funnier if they not used like ~3-4 month old art-work.
April fools plz. |
Let me be this guy...
It could be DLC package which include USF+UKF+All their commanders and skins
Or even USF\UKF for Linux\mac |
What the problem with fired Brad? Yes it's bad to lose the job, but Brad as balance designer was bad. I mean, defend them as you want, say he is a good guy, he is chill and so on, it doesn't changes the fact that 9 out of 10 patches was bad.
9 out of 10 changes made units OP/UP
Ignoring and defending exploits like USF pop cap abuse
Ignoring OP units for ages
Bad/OP commanders
Bugs 1000 of them
Zero communication with community
Ignoring almost all oblivious balance flaws
Hell, guy from competition mode made in few weeks more then Brad.
No private testing, no bug testing. I mean, let's face it Brad can't handle coh2 balance. Its not improving its just constant nerf nerf buff buff OP UP OPUP. |