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Thread: Strong OKW15 Dec 2015, 09:13 AM
game vs okw In: Replays |
Thread: USF vs. OKW December Patch15 Dec 2015, 08:26 AM
You're exactly right. Volks buff pushed their early game over the edge, OKW are favored immensely in the early game vs good players. I've only managed to beat 1 player in the top 75, I beat a memeber of the HOI Clan 3 times in a row but he played like a bad not realizing that his early game was amazing and essentially allowing me to stall to the USF better mid-late game ( before KT comes). That 12 damage volks buff was disaster. I switched back to soviets though and can still win vs a few top 60 OKW becauses the clown car allows me to not outright lose the game and also at nades are infinitely better than at rifle grenades. edit: Here are 2 replays vs him, didn't save the third http://www.coh2.org/replay/46333/strong-okw http://www.coh2.org/replay/46334/strong-okw-2 On open maps without infinite buildings sometimes the early game is fine, but I'm actually pretty confident its literally impossible to win on semoskiy vs any decent okw playing decently. |
Thread: Early volks + building spam14 Dec 2015, 17:15 PM
Hello. My problem is eventaully I'll have to dig him out or else he'll place a forward schewer panzer headquarters and then the game is surely over. He is smart if he plays with building and deserve to win if you don't do the same My units can shoot into a building on a wall face with no windows?? |
Thread: USF vs. OKW December Patch14 Dec 2015, 17:03 PM
edited my previous comment: Off topic forgot this was team game thread haha |
Thread: Do you prefer the "new" OKW or the "original" OKW?14 Dec 2015, 08:26 AM
The statistics have shown that it is difficult past emotional, contrived, anecdotal evidence. Also I don't have problems with volks "blobs" I have problems with good players using many volks. Several things need to be considered and looked at in a lens more broad than rifle vs volks combat. Yes, in a straight up 1v1, or blob vs blob, bar/m1919 rifles at max vet or no vet will destroy a blob of volks. This is simply fact. There are, however, other factors that exist that determine the success of the faction and mold the dynamic between rifles and volks. 1. Volks gain veterancy faster than rifles and have lower veterancy requirements per level of vet. Because they have the shreck upgrades, volks farm damage off of vehicles and level up vet at an alarming rate. Volks need 2400 exp to reach vet 4 and rifles need 2576 to reach vet 3. This means that it is not uncommon and, perhaps, likely that several volks will reach vet 4 before rifles can reach vet 3. This means that a lot of combat occurs between vet 4 volks and vet 2 rifles. Stat comparison at those vet levels Volks vet 1 - -10% received accuracy Vet 2 - 30% accuracy, -20% weapon cooldown vet 3 - Passive healing, -10% received accuracy vet 4 - 20% sight range, 15% accuracy Aggregate : -20% received accuracy, 45% accuracy, passive healing, -20% weapon cooldown, 20% sight range Rifles vet 1 - Anti tank rifle grenade vet 2 - -23% received accuracy, -20% weapon cooldown Aggregate : Anti tank rifle grenade, -23% received accuracy, -20% weapon cooldown In addition to volks having an obvious edge at this point in the battle pound for pound vs rifles, one needs to realize that long range efficacy significantly outperforms close range combat ability. The close range dominance of rifles and concscripts become increasingly less valuable the longer a game lasts. Running into close range vs a squad of axis infantry in the early game is a useful, and efficient tactic, however, when both sides have multiple infantry, mgs, mines, vehicles that don't want to overextend or fire on the move ( and thus prefer to remain stationary to avoid AT guns / movement dps penalty), long range static fighting becomes the norm in the late game. In addition, cover is ruined by explosions so most running must occur on open field. Whenever multiple units must run to maximise their dps in close range vs another plethora of units, the stationary ones will always win because they focus fire a running squad down that has incurred both acccuracy and cooldown penalties on the move and is experiencing little to no cover. This means that in a late game scenario, long range, static fighting is what most fighting infantry v infantry endure. This is part of the reason why the airborne commander that captain price loves is effective, it offers two alternatives to bad close range allied infantry in the pathfinder and the LMG paratrooper who is basically a little bit worst than obersoldaten, but come earlier and are more flexible as a trade off. One can see now that volks are more than capable of dealing with rifles in a realistic game scenario, the 45% accuracy buff vs the no accuracy buff is substantial. In terms of pure infantry to infantry combat, volks also become superior to rifles at vet 1 as they get recieved accuracy modifier vs an AT nade. All of this comes with the fact that volks are cheaper to make and to reinforce and for early game the OKW has stronger units and better capping. 2. You said mgs counter volks, however, OKW gets faster mg than us forces through doctrinal call-in and also is very cheap on the manpower. The difference between volks and rifles,however, is that rifles want to run in and flank to get higher close range dps compared to volks which exposes them vs mgs. Volks want to fight at range behind cover making them fundamentally less exposed to mgs all while the axis mg is easier to obtain and maintain. 3. USF has to deal with a lot of random manpower bleed from unwanted units, lieutenant, captain, and major are all situationally useless and cost 100s of manpower over a course of a battle. Note I am not claiming that these units are useless, just that they can be useless compared to volks which always have a use on the field. 4. I don't "dive" in to the OKW randomly praying he has no shrecks, the fact that he is guaranteed to have multiple shrecks makes my vehicles vulnerable to the basic OKW infantry for the entire game allowing for less harrassment room and overall less use. Compare this to the luchs which can commonly get 25+ kills even vs top 10 players because on large maps it can often roam freely and harass squads without losing literally 1/2 its health from max range. You'll never get through to the team game crowd here. Most people that build MG's just put them in a building and forget about them. I'm a 1v1 player In: COH2 Balance |
Thread: Do you prefer the "new" OKW or the "original" OKW?13 Dec 2015, 14:48 PM
Its important to acknowledge that volks literally received 20% damage increaes this patch. Before, having shrecks on them made them significantly more vulnerable to infantry, now they can brawl with infantry even with shrecks on way easier especially since they hit veterancy quickly due to the shrecks hitting vehicles. Additionally, the increased resources of the OKW makes it so more shreck volks can be fielded. There is a LARGE difference between 2-3 volks squads with shrecks and a rocketen vs 5-6 volks squads with shrecks and a rocketen. The timing window and magnitude of all allied armor is decreased exponentially this patch. Even pershing has to be scared of the volks. In: COH2 Balance |
Thread: Do you prefer the "new" OKW or the "original" OKW?13 Dec 2015, 09:25 AM
Yea I believe he did in early wings of liberty. TLO played both as well and there was this one random korean who was pretty decent playing random. In: COH2 Balance |
Thread: Do you prefer the "new" OKW or the "original" OKW?13 Dec 2015, 02:46 AM
Trust me, 99% of people in sc2 hate mirrors, but its impossible to be good at that game without maining one faction because of the timings of macro and the increased APM need for each specific faction. I picked up USF in this game and hit rank 80 in 2 days, in sc2 my off races are like 3 tiers worst than my main, random timings of buildings I don't know and my ability to make units well is terrible with my off factions. There have only been 2 ever players that played random in the sc2 pro scene, and eventually they switched to a main because it just wasn't possible for them to compete :/. In: COH2 Balance |
Thread: Early volks + building spam12 Dec 2015, 12:02 PM
I'm having trouble early game with volks, especially volks occupying key buildings. How do I approach the early game? Either they go pure volks spam and just trade favorably with sturm pios, or they go volks + kubel and they still trade fairly decently and put me significantly far behind capping wise with the kubel. I want to be able to make it to m20 armored car or m5 halftrack while even or ahead. Thank you |
Thread: Do you prefer the "new" OKW or the "original" OKW?12 Dec 2015, 08:35 AM
Fair point, I come mainly from sc2 and LoL where its common to main an archetype. In: COH2 Balance |
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