I would pick stg obers instead of shocks every game, i do not remember infantry squad that deals so high dps from mid/long range and that shreds you at close range (maybe actual fallschims, don't know). You simply can't close the distance in no way with stg obers. In they majority of games players will keep choosing lmg's upgrade instead of a stronger cqc obers squad. Long distance dps (on elite squads) is the best choice on most maps. |
With the new patch version , is the gren damage reduction balanced with nades? I would to know if in green cover grens still take enough damage and if a nade to grens in yellow cover can wipe them. |
What I just don´t understand about USF design is why the faction that is supposed to be centered around strong mainline infantry (including free officer squads) and LVs also gets to have the best support weapons. Why does the .50 cal, M1 ATG and Pak Howi have to be so damn good? USF basically has better support weapons than Ost now while also having better mainline infantry. And on top of that there is the HE Sherman which is without the doubt the best AI medium tank, Jackson, the only TD without any weaknesses, and basically uncounterable Scotts.
White Phosphorous rounds are a huge PITA too. They should be made more expensive for how hard they are to deal with.
Cause USF infantry is good, but not like at beginning. Axis factions now has good infantry options. And .50 cal is good but very very squishy, pro players often lose it cause a classic loop of death on retreat, so mg 42 is still better. M1 ATG is good , but not more than the Ostheer AT gun. Pak Howi is the real problem, especially on short range where it can't miss, so you can say goodbye at your infantry squads. |
The fact that the entire commander is not OP does not mean that some skills should not be balanced. WP shells are very cheap and have a 30 second cooldown. It means that with a couple of these shermans I can counter any AT gun or support weapon, too much. The rifle nades are definitely a bad design. Counter units in cover from safe distances without suffering damage, on many occasions you can not win any engagement. It also involves an exaggerated micro. |
I don't know if this bug could be the fault of this patch, but i got one of my opponent dropped on loading, but in game he was like an afk player instead of AI. Obviously his mate dropped at beginning of the match , but the remaining afk player never loaded the bar so he should have been an AI and give us the match won. |
Can you explain this more? replay / screenshot?
I found the same bug today, RE garrisoned in usf bunker didn't shoot at my stumpios while they were murdering them. |
I only appreciated the SU when I found out that the OST was equivalent to a sack of potatoes (except the MG I like that lil bich)
You will find half and half ost/okw in every 2v2 o 4v4 game at high level ( last tourney 2v2/4v4) , and always one soviet in every team games, 2v2 and 4v4. If top players choose both wher and ostheer maybe these factions are so UP. Maybe, and i'm saying maybe, OST is a little bit UP in some maps or vs usf. But devs are already working on this. |
Now coh2 is balanced enough, is not a p2w game , maybe at beginning with dlc commanders. Anyway i agree with veterans point, this is an old solid community, and now the top 300 players are all good players. It's hard for new players. I suggest you to search on twitch or youtube some recent Soviet games, you will notice like this faction is in a good spot. |
I really hate the fact that once T4 is destroyed in team games OKW is forced to call in Command Panther or tech for KT. I had this happened to me numerous time especially in a back foot situation. I cannot come back even if I have the fuel to build a tank.
JP needs to be in T0 or something else.
I remember that you can set up your truck into the base zone , people build flak HQ forward cause of defensive advantage. That is an OKW plus, you have to choose how to manage this. If your truck got destroyed is not fair having a backup tank for recovery without the downside of a commander choice. We really need a more aggressive flak HQ placement? I don't think so. We will obtain a mech rush, luchs + stuka , back tech for jagpz with no downside for your mid game fuel investiment . It's a buff. |
asymetric balance? than..pls help me to understand why sov gets from all the nice stuff from all other faction?
they have (look to your suggested axis stuff)
- sniper
- many docs to upgrade automatics and units with automatics
- callin super heavys
- LONG range TD ...which even can wipe squads at 70 range with no problem
- super heavy armored and dmg-absorbing tanks
- mortar flares and maphacks
- beasty artys
- best offmap stuff
- best trolling units and tactics (aka demos, kv2, kv8, b4, satchels, ISU, anti tank rain, and so on..)
sov and brits have all the nice stuff from all other faction..mostly in better versions
Darkarmadillo has right, why buff the kubel? Okw need some early game stuff? I don't think so. Kubel is used in some strat to keep a super early cap advantage without bleeding and rush call in infantry. Usf does not have raketens or support weapons to hold a buffed kubel in a lot of maps. Why you need to buff the kubel? There is a decent reason apart for 'allies has m3 and UC' or 'poeple choose always volks'? Kubel needs only lower vet requirements. |