If you cap a point the sturmtiger knows you are there. However you don't know the sturmtiger is there.
Axis have plenty of abilities to scout 2.
A buff?! You crazy?
Allies light vehicles don't come fast ^^
The allied player has to adjust to them, how? Being forced to callin guards or a small at gun?
"When 9/10 games the axis player is adjusting to the allied strategy"
Dude ^^ , 3-4 volk, one kubel, luchs, raketen, mg, command panther. I'm sorry but okw never needs to adjust to the allied strategy
A buff to the tank commander ability with its poor ass adjustment to the site range as well as the artillery that comes a minute later.
Thanks buddy not not everyone plays OKW. And what? You expect to see something different then penal spam? Riflemen LMG blobb? You expect to see something different than a fast T70? Stewart?? Don't cherry pick here.
I prefer OH over OKW any day. But being forced into building tier 2 every game for an AT gun isn't fun to fend off light tanks.
|
I agree that the ST shouldn't be able to shoot through multiple houses/obstructions.
It should be able to shoot through 1 house at a time, etc
If you don't see it, than it doesn't see you as well. Also, the commander is easily noticeable that it's been picked, meaning if you haven't seen any ability used from any other commander than chances are he went ST, and it's LOUD AS Hell, not quiet.
Allies have plenty of units/abilities for scouting.
It's a unit that requires prediction, timing.
On the other note a buff to the commander ability could be useful.
As for the light vehicles, I mean is it okay for allies to have a fast light tank/light vehicle, yet people bitch about libel wagens/luche.
Soviet m3 eat kubels/ and they can cause serious bleed if well micro, plus they come out fast.
UCs come out fast as well and can cause MP bleed.
Luches/kubels are one of the few viable light vehicles that can cause a shock if the opponent isn't ready for em, but because the Allied player has to adjust to it it's a problem. When 9/10 games the axis player is adjusting to the allied strategy |
1. What are the time lines here? Did you base pin him in 5-10min,10-15min-15-25min?
2. Knowing you had him based pin/territory control over him, did you go for medium tanks, did you go for heavy tanks? Did you even tech tiers? Or did you go in call ins?
3. A mental handycap. You owned him so hard you gave the controller to your little brother and walked away??
People tend to rape people and become careless. They do things that arnt normal such as go tier 4 and panzerwerfer
Or carelessly lose units
Not build support units/caches
Orrrr your talking about finally base pinning someone in the 15-25 min mark and they was able to rush a medium tank with good AI and frankly outplay you and your now on coh2 salty |
posting this here since it's most appropriate for 3s
They need to focus maps for what they are made for, 4v4 should be for 4v4s only, same goes for 3s, same goes for 2s.
Tired of playing 3v3 on city 17, Stepps, etc where the maps are too big. And where it's a (2v2/1v1) in the same game.
Tired of playing 2v2 on maps such as across the ryne and such where spawn points are split on far fuel, yet the enemy team is together close to their fuel.
Rzhev winter is an unbalanced map to the north. And personally I think this map has had its run.
Maps such as hill 331/400 needs to go.
My most hated maps are Hill331/400, farmlands/ Moscow outskirts(both) le gleizs/Toris point/ most winter maps in generL
Not sure why rzhev summer couldn't come back to the rotation?? The game is completely different than it was when it was removed |
I do notice, all armies except for OH are able to carelessly roam the field (blob) and isn't punish as they should be.
I what happens is as well is that with the amount of rocket artillery, yellow cover becomes plenty late game just giving units rediculas survivability especially with vet 3.
Which leads to the next deal, of wiping a squad is usually due to AOE weapons/forgetting the squad.
Which in OH case, less time to forget a squad before death
AOE weapons more leathal against 4 man squads |
You need to be close for effect
You go close you get one shotted
You either hit or miss with it, very rarely do are you able to hit at range and do damage worth the price/delay of panther
Not worth it over a strumpanzer
2v2 speaking |
I'm fine with make Forward hq need connection to allies base. But it was out of scope atm
Orrrr. Simply only buff the owners units. That would make it fine imo. Keep all current stats. Just reduce buffs to owner |
And still high risk from allies.
Image you had 1-2 okw player with wehr together.
How to play vs it:
Mg42 with Wehrmacht mortar into Flamerhft
1 OKW heal so you can reinforce as well
1 Stuka for killing all units or the house
Normally there are 120mm supporting, guards, light AT guns to fend off light vehicle rushes from Axis.
Yea Stuka is there, I agree, as well as mortarHT. Usually met by Stewarts/t70s sometimes even partisans..or simply AT nades from cons.
I do understand my above statement includes multiple commanders all from SU.
And sometimes it is the case especially in 3v3s. Sometimes there is even a bit with a sim city nearby to support.
But hey I guess you know it all right. Your the pro. What you says go and it's as easily done as it is said. |
That hamlet map used to turn dark during game play. People didn't even simply like that and it was removed to just say time.
A lot of effort was put into this post, sadly I can bet my bottom dollar that it won't be implemented in coh2. Unless there is a dedicated moder.
And as for coh3. I think they learned from cold tech not to mess with or alter unit stats/movement/speed in any way. |
The soviet FHQ is outright broken on some maps, especially on maps with buildings that are near indestructible, it's a snowball effect, especially on narrow maps |