Hulldown should give Axis tanks Brace.
emplacements should be able to pack up and move LOL
always looking at the perspective that favors one side but never looking from the other side shows your bias |
I adapt by not playing that faction until it's fixed lol.
230 fuel crocodile that gets penetrated by pretty much all Axis AT
180 fuel churchill so i never use it. i'd rather play with comet.
Bofors can never vet past vet 1 despite 20+ kills
AEC has shorter range than puma
I believe UKF has the lowest win rate in 1v1 by 5 percent below the average for 1v1 balance atm. Please check http://coh2chart.com/ |
Well, I don't typically get zooks on my riflemen but I've done it before on certain commanders. They could screen for paras or rangers which are doctrine dependant but are elite.
Keep in mind if you get a captain, that's 2 right there, and then you can get 2 on rear echelons. So, I also have at least 4 zooks somewhere in my infantry. That's why a single zook is cheap and weaker than a schrek, you have flexibility on what squads you can equip them on.
right, but they were rightfully nerfed and now aren't that much of an AI threat, even vet3 cons deal with them effectively.
I would quibble with your scenario here in that a jackson is not the equivalent of a panther. You wouldn't skip a sherman to get a jackson, you just pick one depending on what you need because they are in the same tier. Of course a blob of schreks would demolish a jackson, a blob of zooks would destroy a jackson too.
I agree that the micro is more noob friendly, but a well micro-ed USF army would still beat a point and click okw blob.
The only reason I like 1 schrek more than 2 zooks is because 2 zooks take up 2 slots, 1 schrek just needs 1. But I also think, the way zooks work synergizes better with USF than it does with OKW, that's why it's designed that way. You need to consider army synergy.
I can show you videos of 4 zooks killing a panther faster than 2 schreks if you want. And this is from the front.
I'll just say that, if you want remove schreks from volks, you'll need to buff raketens along with other stuff probably. Which is fine with me as long as it's balanced. I just really dislike the idea of taking away schreks and giving them a faust, because then they'll just turn into crappier wehr grens and homogeneous armies or boring as hell.
Vet 3 cons... when in the game do they get there?
Volks can handle AI relatively well in game with 20% damage boost.
1 RE 2 zooks, 2 riflemen 2 zooks, 1 captain vs 3 volks and 1 sturm.
If i saw a captain, i wouldn't need to make shreks right away because he would need 145 fuel for stuart. Even if i did, focus fire RE first and he has to retreat or captain before he gets close to sturms. 1 riflemen lost 40% damage to 2 zooks and 1 normal squad. I'd say the match up would be even if not in favor of OKW.
This is not to mention that USF has to get a side upgrade and retreat back to base to equip the weapons where as OKW can just do it at the front.
I like a balanced game too but I'd prefer either to make AT rockets the same. either give 2 shreks with the same values as zookas or limit 1 zooka with the same values as shrek.
yeah army synergy. just look at my playercard please. i play all factions and i don't even play Axis as much but my stats clearly show... or i'm just that lucky over 500+ games |
OH GOD I am SOOO TIRED of Xutryn_X7 and RAPPY every f*cking post trolling everyone here.
Playercard both of you please. If you guys think Allies is SOOOOOOOOOO OP, please get into top 10 on them to prove a point.
Every post is a complaint unwarranted due to their lack of skill.
If you cannot see...
http://coh2chart.com/
UKF has THE lowest win rate except in 4s where SOV is lower. Apparently, other good players do not find it a problem.
Please close this thread. |
No.
"No" to what? useless comment with no input whatsover
already a thread about 17 pounder needing a pop decrease and shoot through obstacles like pak43
and if ya'll complaining about mortar pit, give mortars to UKF and I can play with less risk of losing 400 MP by just retreating my squad |
In 4vs4 you can't do that.They will have 2-3 IS that destroy grens.At vet 3 the mortar pit have an insange range coupled with it's ability to fire faster..he he,watch your mg,at guns die in 4 seconds
PLEASE! can you STOP whining like a little kid? YOU DON'T EVEN PLAY OST! 36 games in 4v4... while you have 300 games on OKW. Heaven's sake learn to play. Do you know what attack ground is? mortar pit CANNOT return fire under brace. I leave mortar/isgs on autofire attack ground until that thing is gone. All you have to do is defend your mortar/isgs... with MG42, schwerer HQ, mg34, infantry.
Obviously somebody here just likes to sit and turtle waiting for mortar pit to level off you. |
messed-up voice lines where their voice suddenly changes. It's quite noticeable.
I don't like the idea of Panzerschrecks on Sturms, because it would make them very similar to Panzergrenadiers. And it doesn't really suit an engineering unit.
An MP40 upgrade would be nice as there are absolutely no MP40s in the OKW. But the weapon was produced a lot. Of course, an upgradeable MP40 would have seperate stats. Such an upgrade would also be a nice nod to CoH 1 Volks.
If they were to just loose the Panzerschreck without getting anything new, then I'd see their recent price increase to 250mp as unjustified.
Lastly, if people hate a-moving Schrecks, the situation could be improved if Schrecks were made to be used more defensively. I imagine a longer initial aim time and maybe a decreased range could have such an effect. The whole mobility plus AT could be the main nuisance to many people here.
Well said. +1 reduce aim time and range |
The effective range of a schreck however is comparable to a faust. Allied players don't typically need to worry about Gren fausts because Ost has so many other munition costing abilities and upgrades while OKW has very few non-doctrine choices (however I've seen players like SPrice purposely float munitions against USF for enough fausts to take out the first light vehicle). Microing and keeping your distance is just as effective against schrecks as it is against fausts if you stay just at the max range of your light vehicle, and if you bounce between max range and just outside of max the aim time prevents schrecks from firing. Even if volks are able to get a rocket off when youre sitting at max range its extremely unlikely it will connect. Upgraded M20 will take 3 shots btw, and it has the ability to fall back behind lines and repair using the vehicle crew and jump right back in.
While flanking with a squad outside of your opponents vision and being able to get a faust off is rewarding, it's even more rewarding to punish volks blobs as allies using suppression, indirect fire, mines etc. And surpisingly enough, it's so much easier to do than it is to actually use a volks blob to take out medium armor against any half competent opponent. I'm actually happy to see an OKW player group the majority of his infantry together, it means I can outcap him, and that I can force a retreat on him rather easily with indirect. And even better, If i know the location of his BGHQ, I can continue to punish with things like rocket arty and white phosphorous, or go in for a big crush.
I understand that you're speaking mostly in terms of experiences inside of 3v3+, but balance on those levels has more to do with inflated resource incomes, map resource lay outs, and team coordination than anything else. Making balance changes to all game modes in order to try and fix issues within those 2 game modes would be a terrible balance decision and if i understood this thread correctly is not the prerogative ATM.
I also left this in that same thread, also ignored by everyone:
I extremely disagree that OKW players would spam 4-5 volks squads to wait and faust spam a vehicle that happens to show up with muni float and pop cap.
It would give incentive to actually place mines and play strategically with munitions around instead of spending on a shrek that will pretty much last the WHOLE game. If it somehow drops, usually another squad will pick it up. |
I would not object to see it happen .
I wouldn't object but it would make USF early game too strong.
Send a rear echelon to cap and MG will be right behind it to deny/keep the point followed by strong riflemen. In a way it would directly mirror OST but OST still has to leave the engineer behind to build T1. |
Yes,my bad.Fussiliers should be spamable because you don't really have some good infantry for late game.Wish obers with stg upgrade would to bonus damage vs infantry in buildings.I'm tired of 3 volks or 3 grens vs 1 buildings with a vet 2 british reaping my infantry.At grenade with volks as support seems a little ops and all around
LOL, the epitome of an amateur player...
Literally, you're complaining that a vet 2 IS/MG from a building is killing your infantry...
If i put an vetted MG or lmg+ober or fallschim in a building... it would ALSO kill allied infantry pretty easily.
You're saying OKW has no good late game infantry? obers, fallschims, and fussiliers are mid/late game elite infantry...
please, l2p and stop QQing so that your favorite faction gets buff and the game becomes easy for you to beat pros.
and Xutryn.. of course you would buff OKW... that's your main faction you always seem to play 200+. How about playing some Allies for a change (you have less than 30 total games). Btw, i just beat you in game as you rage-quit when blob failed.
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