except 2 mortars beat a mortar pit and 2 Leig 18s absolutely destroy a mortar pit
and then you got two indirects against a faction that has to sit in cover, go figure
Any decent player having 2 mortars is suicide. You probably underplayed your part in order to let him have 2 mortars unhindered. |
Have you tried steamworkshop? I am sure there are thousands of no cap mods. |
yeah emplacements are D tier/garbage because its so easy to pressure them and eventually destroy them.
the fQH will survive light arty but it indeed starts to struggle as you get LEFH and stukas raining down, and theres not a single thing you can do
the thing with emplacements is that they can survive only if you are in a supporting role to your allies, if the enemy focuses your army, you will be panicking to find any solution to the pressure you will have on yourself. However emplacements can be very hilarious to use because the enemy will, as if feral, focus all their resources to hunt the emplacements down. You can draw the resources, time and attention of multiple enemies by holding out as long as you can, attritioning hard so your allies take over the map
yeah, the precision barrage kills LEFHs, but i dislike these 200+ muni abilities because they come at several CPs later than the arty, and additionally have to be used several times to fish out all the arty
UKF can run wild until 8cp comes and axis have access to Lefh. Then the ukf player has no hopes of success. |
https://youtu.be/8E5TtByIH5U
damn man you brought back nightmares I quit the game for 2yrs when I saw this happening to me |
More to the list:
- You were able to call-in loiters in enemy's base. Yes.
- Free Tiger Ace as has been mentioned.
- Plane commander for OST could convert manpower to fuel without doing anything (like SOV windustry).
- |
Free Tiger Ace in 2013
youre the og man i love you |
agreed |
You mean the good times of COH2? Sure.
- Britcucks that could emplace the fuck out of map (since back then they had three times the health they do now).
- Sturmtiger that abandoned if shot during reload animation meaning you could get two of those (good luck vs idiot blobbers haha).
If you go waaaay back to the year I-don't-even-remember we had sniper clown cars (yep they were as op as they sound), flame penals, OKW King Tiger could combat blitz from vet1 meaning that it gained panther-like speed with a single vet, Volks were better, SOV had 2 snipers (albeit this was one of the first major gripes to be fixed I think even before WFA), Ramming took munis but disabled completely the vehicle it caught,
if i come up with more i will come back |
King Tiger is sort of a "I win" button in most team games, especially with the commander upgrade and veterancy. I understand that OKW was designed as a "late game powerhouse", but all their "early game weaknesses" have been addressed, whilst the late game strengths... to balance it out, not so much (eg, early for the e-sport balance, so that people pick OKW in competitive).
I mean, there is a reason that you see TD walls when going against OKW...
Heck, I think that even Tightrope called the vet1 KT "extremely broken" or something like that, when paired with the commander:
You get a mobile suppression machine with 1260 HP, 375 armour, 240 damage, ~70 sight, large AOE and even 150 rear armour. All that for a slightly higher price than, say a Tiger/Pershing..... AND IT'S STOCK. I think that it's about 20 seconds of Manpower and about 1m30s of fuel income costlier than a Tiger? 720/270?
Literally the most braindead, low effort unit in the game.
Oh, yeah... the vet1 locks the turret to a certain rotation... the huge downside....
Yeah.... Tell that to Redball, and 20 other lane-y maps where a turret rotation lock is as impactful as brits in teamgames.
Decent points, but to be fair if the OKW manages to get 720mp and 270fuel that means you did a shitty job hindering him and pushing him.
KT maybe crazy op especially with vet1 ability, but do not forget that it comes out at 35-40min mark (if we assume you got a p4j and didnt rush) meaning alliedcucks have plenty of time to win.
as for Pershing, I made that discussion about 3 months ago and I remember most people on the forum (read my post history if you doubt) talking about "Having good AT and Sight capabilites is not in the unit's area of expertise" so please refer to that post if you must make a big deal about it. |
Hopefully coh3 is different. Pretty much every faction is 3-4 mainline into mg/at or LV depending on faction. OST literally feels like it was forcefully balanced around this composition and any deviation is treated as exotic. In a balanced match the resources available is neatly timed that the fuel and MP for scout car is there once the building is finished and a little later same with PAK40. Same with Soviets, 4 conscripts into Zis and then LV. All the changes were made to make this the easiest and best option at higher ranks.
Agreed. I have talked about this extensively, but here is the rundown:
- Add manpower points again so there is no point fighting only over fuel or lategame stars but rather make the game more focused on maneuvering. Camp fuel? No army.
- Make every tech tree "linear" (per OST for example, with different units ofc) so that every faction can atleast play.
- Give everyone caches or, if not, make every faction able to have a decent resource game even if they lose fuel.
- Make tanks better.
- Make infantry less durable and give better vet bonuses.
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