Shocks <-> Falls aren't each other mirrors...fallschirmjägers anyway deal alot of dps on all ranges. Shocks only kill if they get close to somebody.
Fallschirmjägers -> Commandos much closer to mirrors.
You can compare it any way you want. We can throw in obers too. Point was, game does not calculate the efficiency of a unit on its cost. Anyway, I think I am derailing this thread. Back on topic, I know emplacements can be countered but it is sort of pain for okw early game. It is not impossible but the commander gives IS ability to build bofors and other emplacements which can cause pain to okw early on. Late game, emplacements are joke. |
Unless we are talking about counters I.e a 320MP AT gun countering a 125 fuel tank etc then it is ENTIRELY ABOUT COST.
Two units with the same roles, the guy who pays more....wins.
400mp vs 330mp emplacement wins
660mp vs 400mp Leigs win.
Two units with the same role eh?
Alright, without getting into much details and derailing this thread- 440 manpower falls can't win vs 360 manpower shocks. Same roles and a unit that cost more is losing. It is just one off example....this game is full of units that cost more and can get owned by "same role unit" that cost less. |
I'd like to know what Brit player you're fighting that can afford two mortar pits, a Bofors, and a fighting force capable of screening for them.
You fucked up bad if you're dealing with three emplacements from one guy.
In a team game, it will happen. Esp 3v3 and 4v4. I have played enough of these two to understand the pain of axis. It is counter-able but you have to follow certain steps and that limits the game style. |
Not to sound rude but why should the leig beat a more expensive, static emplacement?
Build two leigs, don't clump them together and you will then win.
It is not about more or less expensive unit. That logic does not work in COH2. LEIG is very weak and 2 means you are investing 660 manpower. Now without MGs, I cannot guard them unless I keep some good infantry around them which means I am restricting my movement. OKW lacks suppression and going LEIG without setting up the flak truck is a suicidal for me. But then again, the truck cost 120 fuels and medic cost 40 fuels. So it will take time. IS can beat volks any day.
Luchs will hit the field early if your opponent didn't went sim city commander and can stop them from building emplacements but now IS can get bofor up very quickly. |
I find that Ostheer can play aggressively and stop Brits from setting up. As AeroHank has said, if you build defensively don't be surprised if the Brit player is building defensively as well.
I noticed OKW players have the hardest time, simply because they keep getting 4-5 volk squads and wonder why they can't kill a bofars as easily.
Off-topic, do OKW really have any other choice? They have manpower and they can only pump two infantry units for say 10 or so mins. Volks can only destroy emplacement if you upgrade them but that also means you are risking 250 manpower + 90 munition. Luchs can't stand bofors and one stuka will take ages to destroy it. Medic truck does have a counter aka LEIG but then again, 2 mortar emplacement can take out LEIG without vets (Bcos of the range). I know, that if you vet them up (LEIG), they will eat emplacements for fun but early on it is a struggle.
I do not know why the removed jagdpanzer from the medic truck. That tank could have sniped emplacements and okw could have had more option to choose from.
I might be wrong (or not) but at present, okw can only pump sturms and volks and pray LEIG can actually do something. Unless you rush luchs and stop them from building emplacements in the first place itself. But that fortification uk commander allows IS to build...so yeah. Bofor will hit the field first. |
Nice map. Don't like it? Veto it. |
Historically : German army was the best and had the best weapons.
But as the war progress they became resources starved. Relic try to keep this flavor with OKW by giving it a resources penalty.
But something happen and the original design was abandoned some patch ago.
What if the panzershreck upgrade would cost less but also last about 2 shots/models ? Now they would think more before using it to kill infantry squads... Same thing could be done for their biggest tanks by using a refuel upgrade...lasting a certain movement distance...
Sure those units would have to be retune for balance, but it would keep the initial flavor.
What do you think ?
I think.... |
The problem is the early game. (snowballing effect).
OKW being too strong in the starting phase give them an advantage that's snowballed into the middle than into final phase.
Thanks
Rifleman can beat volks, IS can beat volks. Sturms are paper thin and pretty useless late game. Obers are late game unit. If you are getting countered by okw because you invested heavily in support units then it ain't game's fault. |
It's more simple to just inflate the prices of their vehicles and abilities instead. Changing the resource income rate for one faction adds unnecessary complexity to the game, and does funny things with mechanics like fuel supply drops and things.
OKW is already paying 310 fuel for a king tiger, 200 for a panther, 100 for a stuka and 65 for a luchs. If that ain't high then I don't know.... |
Undoing the nerf-hammer, and reverting the vet bonus's, in my opinion, would probably bring "OPKW" (<===seriously wtf) back to being a balanced, AND limited faction. From my view, which is probably irreverent to people, it's a good balance choice. Of coarse, we'll never know until the actual patch comes out. I'd just hope that this would reduce the likelihood of complaints.
Why are you so much worried about complaints? That's what people do. Kids will complain about Hw, office guy about his workload, someone in relationship will complain about lack of time or gifts, pirates will complain about anti privacy software, gaming companies will complain about pirates, and the list goes on. |