Hello strategists,
How do I deal with Soviet Tier 1 as OKW?
I went Kubel-Volk-Volk-Volk, and used Kubel+Volk and Sturmpio+Volk combo to hold off his Penals, but whenever I pulled my Sturms back after taking casualties they would easily win the engagements against my Volksgrenadiers.
Next the M3A1 scout car with Penals inside wrecked by Kubel.
I built a Raketenwerfer to counter the scout car, but by the time I did so I had lost almost the entire map. Went Battlegroup to heal my squads, and Luftwaffe for the suppression.
I never recovered. T-70 rolled in with Guards and I lost.
Am I reacting to my opponent in the incorrect manner? Is there a different build I should have done?
Edit: lost the replay, sorry.
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Post History of Antemurale
Thread: Ask the Strategist!16 Jun 2016, 13:51 PM
In: Strategy Desk |
Thread: Miragefla's December Balance Mod Additions24 May 2016, 08:07 AM
I was only referring to specific call-in units. The WM Puma and the SU M4C Sherman are the only call-ins I would adjust, as I feel Relic already added a small cost penalty to reduce the amount of call-in spam. |
Thread: Miragefla's December Balance Mod Additions22 May 2016, 08:21 AM
First, great new changes. The revised Panther Mark Target will be great for other AT units when they take down heavy tanks (with the Command Panther in support). Plus, it does not increase the Panther's received accuracy, it increases the received accuracy of the targeted vehicle. Second, I have a suggestion: Since you vastly increased the cost of call-in units without tech, I think that you should decrease their cost with tech (base cost). For example, the WM Mobile Defense Sdkfz. 234 Puma costs more than the OKW's Sdkfz. 234 Puma. The M4(C) Sherman performs worse than a T-34/85 yet you pay more for one. Since you have to tech up to pay a lower cost already, why not also decrease their "base" cost? |
Thread: Miragefla's December Balance Mod Additions6 May 2016, 02:01 AM
Another issue with Penals is Veterancy.They have a very low veterancy requirement (540/1080/2160). In Comparison: PGrens/Shocks/Paratroopers/Rangers: 680/1360/2720 Guards: 640/1280/2560 I would say that raising the Veterancy requirement would better reflect their power. Perhaps to the level of Guards? |
Thread: 1v1 Sov vs Wehr3 May 2016, 00:35 AM
I'll work on my unit preservation, I feel a bit rusty from not playing CoH for two weeks. Thanks for your advice! In: Replays |
Thread: 1v1 Soviet2 May 2016, 13:35 PM
I have been on a huge losing streak using the Soviets. It might have something to do with not being able to consistently play, but I don't think it's just that. Could anyone give me some pointers? Thanks. In: Replay Reviews |
Thread: 1v1 Sov vs Wehr2 May 2016, 13:32 PM
Guards Combined Arms vs Elite Troops In: Replays |
Thread: (may preview) okw faust 2 May 2016, 11:09 AM
The timing is fine, I just don't agree with it being able to snare vehicles at 100% HP. It should be brought in line with Grenadier Panzerfausts. In: COH2 Balance |
Thread: Trouble vs rank 100 or better Ostheer2 May 2016, 11:00 AM
What Cyranara is referring to is that originally you built the 221, and had to pay munitions for a 2cm autocannon that would upgrade it into a 222. Now, you just build 222s. |
Thread: Miragefla's December Balance Mod Additions30 Apr 2016, 05:21 AM
1) Penals. Now that I've played a bit more, and even vacuum tested, I would say Penals are overpowered. Un-upgraded, they only loose to: -PGrens, all ranges -Sturmpioneers, close and mid range -LMG34 Obers, all ranges -Falls, all ranges Upgraded, they only lose to: -PGrens, close range -Sturmpios, close range -Flamer Sturmpios, close and mid range -LMG34 Obers, long range -G43 PFusils, long range -Falls, long range Oddly enough, un-upgraded Vet 3 Penals won against Vet 3 Obers at long range. Equal cover. While I don't know the exact DPS for your SVTs (I can't calculate it either, because cooldown & aim time is undisclosed), I feel that they overperform for their cost, especially with Zeal kicking in. Suggestions: -Only adjust SVT accuracy. An extra 25% damage, combined with accuracy buffs is a bit over-the-top. Reverting damage to 8 might be enough. -Reduce the effects of Zeal. It's a wonderful mechanic, having players risk MP drain/a squad wipe to win engagements, but in the end it's too powerful. Removing the reduced received accuracy modifier would be good. OR -Increase squad cost and build-time to compensate. Perhaps tailoring (stock) Penal Battalion performance to match G43 Panzerfusilers and (upgraded) Penal Battalion performance to match Flamer Sturmpioneer performance would be a good adjustment. 2) Slot Items. Is it possible to force Penals to always wield their Flamethrower? Sometimes the model wielding the Flamethrower dies, and I'm left with three PPShs. 3) Rear Armor. While the rear armor reduction is good for medium wolfpack flanking, the hitbox placement allows medium tanks to hit rear armor, even though it is still in front (and slightly to the side) of the heavy tank. Suggestion: -I'm not sure if you can code this, but perhaps a front/rear 75/25 split? This way, the probability of hitting rear armor from the front would be reduced by 50%, and require actual flanking maneuvers, instead of just positioning. OR -Revert the changes to rear armor values, and instead increase the penetration of mediums at close range. For example, the T-34/76 could get 150 pen at 0-10 range, 90 pen at 10-20 range, and 80 pen at 20-35 range. |
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