OKW are a good faction but they are no OP. They have their share of bullshit units/strats but so does every faction.
The fastest way to figure out how to beat them is to play as them. This will teach you their teching structure, timings, while also making you more aware of their weaknesses. It will also expose you to good allied counter strategies when you see them used against you.
You talk a lot about the 'base turret', I assume you are talking about the Schwerer Panzer HQ. All OKW trucks are extremely vulnerable while building - even rifle infantry can take them down pretty quickly. You can take advantage of this weakness in a few ways. The first is to try and kill the truck while it's building. A decent player will have the bulk of his forces defending it, but if you can surprise him with a quick push combined with some off map or indirect it can kill the truck and put him well behind. If attacking during the build isn't possible, you can at least cap the other areas of the map not being protected. You can also force him to build it in a suboptimal location by keeping pressure and maintaining control of the place he wants to build it. Eventually he will put it further back so he can get his Obers/tanks.
Once the truck is up your best bet is to whittle it down with indirect - SU 120mm mortar, USF pack howi are great for this - then finish it off with armour/AT gun while his army is distracted elsewhere. The key though is not to overcommit, and sometimes you have to just go elsewhere on the map until you get the opportunity to attack the truck. There's no sense in expending all your strength attacking his strongest point if you can't get the kill. Note that once the truck is down he can still call in a KT and the OKW player will usually try to hold out for the KT if he loses his SP HQ.
I could go on for ages about how to play against OKW but there are already plenty of community guides by better players than me out there on how to do that. Look at some of those and you'll be well on your way. |
I think the biggest issue here is the same-thing people complained about when OKW came around. The factions are not necessarily balanced or even unbalanced, but the style in which these factions are played and the results they produce are just not enjoyable to play against.
This is the main issue. I can't get my head around why they're implemented the way they are, or even in the game in the first place. The British were seen as one of the worst parts about CoH1, so why one of the worst parts of that faction's design were carried over in to CoH2 is beyond me. It changes the gameplay from a contest of position and manoeuvre to a boring battle of attrition.
Emplacements are OP in some situations though, particularly 2v2 on smaller maps where they get more coverage and the teammate can screen during construction and produce the vehicles/AT the emplacement builder foregoes. Most of the time however they're balanced by their cost and vulnerability during construction.
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MGs are mostly fine. Maxim could do with a slight cost increase, MG42 could suppress a little quicker, otherwise it's fine. The real problems MGs face is how easily they are countered.
Firstly, every mainline infantry unit (the very unit MGs are supposed to counter) has an ability that can counter MGs from the front. Whether it's oorah-ing through the cone of fire or sweeping it aside with rifle grenades, if you send enough infantry in you can defeat an MG in a frontal assault. Defeating MGs with infantry alone should require a flank or surprise attack. This tendency for units to have abilities to 'counter their counter' is a problem with CoH2 in general and infantry gameplay in particular.
Second issue is strength of indirect relative to how early it comes out. With things like the walking stuka, 120mm mortar, su76 etc. coming out relatively early the window in which MGs are useful is greatly diminished. It's hard to get much use out of your MGs when they get bombed out of existence before you can react. |
Very cool post thanks. Ive read several times that allies is stronger than axis in general. This information backs that statement up(at least for the top players). OKW seems to have benefited strongly from the supposed vet fix, but dropped afterwards (last graph) anyone has theories why?
That kind of inference is not accurate or helpful. This data only refers to 1v1s on a small selection of maps. Once you start looking at larger game types or different maps those kind of blanket statements go out the window. |
It's kinda an apples vs oranges situation. Panther is undoubtedly the better all-round unit but it's quite hard to tech to and it's more generalised role means it isn't always a cost effective choice compared to more specialised units. Where it really shines is taking out heavy AI tanks (KV-8, churchill etc.), or steadily killing mediums while it escapes to fight on. The biggest advantage it has is it's survivability; with good armour, HP, speed, blitz and possibly doctrinal smoke you really have to make a big error to lose one. It's easier to use in that as long as you keep it facing the right way and at the right range it will do good damage to the opponent.
Firefly is more situational and requires more attention to use and keep alive, but when used correctly it can be more devastating than the panther. Without tulips its slow rate of fire makes it very hard to kill enemy tanks that withdraw after the first hit while the firefly doesn't have the speed or durability to pursue. Without any kind of 'click here to not die' button it can be difficult to keep alive. It suffers from the same problem as most allied TDs in that it's extremely strong against mediums but not that great against heavies. I'd like to see tulips less powerful and a little cheaper while the main gun reloads faster.
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Ostheer is probably the hardest faction to play these days. If you're going for the aggressive play style USF or OKW are the best for that. Ostheer is more about surviving to mid-late game then grinding the opponent down through attrition and map control. Regardless if you want to learn the game you need to play all the factions to understand their mechanics, timings of key units etc. As for your comment on squad wipes, they are a normal part of the game now, although OH does suffer more due to its smaller squads. It's not like in CoH1 where a wipe could easily cost you the game.
As for learning the game there are plenty of guides out there which cover stuff from the absolute basics right through to detailing the obscure mechanics the game doesn't explain. Playing team games is a way to dip your toes in with less pressure than 1v1 but you'll learn slower and probably pick up bad habits along the way. Watching a few replays is always good if you want to put the time into that.
It's not too late to start playing the game, there is still a fairly active playerbase. It looks like post-release support is largely coming to an end so the meta is becoming more stable. It's hard to predict these things but vCoH was populated until the release of CoH2. If that's any guide then we could expect a few more years for CoH2, although it's a generally inferior game to vCoh so I doubt it will last as long. |
Ostheer are in a good place in that they have all the units they need and they don't need any significant design flaws. That said they're imo the hardest faction to play right now in 1v1. Now that grens and the p4 don't dominate the way they used to there is a greater requirement to use combined arms which is mostly a good thing. This gets very micro intensive (particularly the MG42 which is very easy to lose), and makes it hard to maintain map control on more spread-out maps. Brits are a big challenge, especially on smaller maps where the emplacements dominate the battlefield.
As I've said before their doctrines don't give them much help, although at least they have every kind of capability in their main tech tree. I'm not sure what if anything should be done with t4. It is certainly very expensive in a 1v1 match, and p3/stug can hold well enough until a tiger/tiger ace arrives. Lowering the tech cost a bit wouldn't be a bad thing for 1v1.
Another thing is the long time it takes to for Ostheer to get their vehicles repaired and back in the fight. Again this is one of those things that was alright back when it was just 2 factions but now not so much. I get the idea that it's meant to be port of the price you pay for having superior vehicles but I feel like it hasn't really been taking into account enough in recent balance decisions. On the other hand maybe it's OK because allies have a hard time actually killing tanks when they can just blitz away. |
It's not just the Vickers that suffers from this issue, every MG suffers against blobs because smokes, grenades, LMGs and instagib indirect are so readily available. |
No howitzers in base
No way no how, not ever again
The WFA and Brits arnt allowed off maps in base at all (not even the beyond shit wont kill amything anyways base 25 pounders) good luck countering an lefh with the mortar pit, or the ml20 with a walking stuka. If we ever are to get base nukes/napalm removed there can be no reason for them to stay
Yeah fair enough, I forgot that only some nukes still work on base sectors. |
When everything's said and done, they're both the same excluding the name. Molotovs are thus cheaper and better than incendiary grenades, but fanboys will argue otherwise and claim that molotovs are useless
Are you trolling? They aren't the same. You seem to be ignoring the difference in range, alpha damage and throw time, key variables which have a big impact on their usefulness. Sure, they both serve the same purpose as an anti garrison tool, but unlike molotovs inc nades can also win engagements against rifle infantry squads because they are harder to dodge and deal more alpha damage. When was the last time you saw a volks squad take any significant damage from a molotov?
Anyway this is stupid, you clearly don't care about the facts and just want to argue for the sake of it.
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