And another coh2 balance discussion makes a life circle. Few years ago there was huge butthurt about RE being too cheap and to easy to afford - covered with Captain were perfect to blob with 2x zook or 2x bar. Reminds me old CaptainPrice blobs on 2v2s. That cancer was epic.
But people forgot about that great time and again they wanna reduce the reinforcing price...
Until that unit can be equipted with 2 weapon upgrades they can't be any price reduction. If you wanna do something give them upgrades or diffrent abilities etc.
Maybe, but meta has changed, 180 isn't 160 like old days, 20 reduction could be viable, and you can't upgrade double lmg now. In current meta with stg volks and no more shreck volks, a double bar RE is really squishy , hard to close combat with RE blob without losing tons of models. You really would choose to spend 120 muni on that squad only cause 20 mp less than before? I don't think so. Nobody will do it.
EDIT: i think is the same for a reinforcing price reduction. |
50 cal. is more bugged, that guy sometimes doesn't want to move with 50 cal. already in his arms. Or if you already unsetup 50 cal and the guy die, next crew man go on the floor on fire position than he go up with 50 cal. and run away. |
mix them up. guards can slow armor from far range...cons sprint to armor and dmg engine...and penals satchel the KT into death. WHile guards and penals have ptrs..they have decend AI ... which is good enough to deal with the most axis infantery.
1 guard...even WITH ptrs...win 4 from 10 fights vs 1 ober. lil bit to much.
Gj if you can rush KT on late game with so many squads and muni to button e throw 2 satchels and run away, okw infantry? Suppression? KT micro? Opponents is supposed to be on the keyboard. Penals with ptrs are really bad like AI on every stage of the game, and Obers , man obers rape guards, giving the guard vet3 a chanche to win engaments against obers vet 0 is not so terrible. |
How is this different from vet 1 rifles with zooks? or PTRS penals? And there's a munition investment required on top. Being snared + in proximity of AT troops is practically death already, and when supported by an ATG it definitely should be.
Out of all the changes the revamp brings, this is probably the one that makes the most sense. The rest of it just seems like changing things for the sake of shaking up the meta, which ironically is going to give you all a lot to come to the balance forums to "discuss" about for quite some time. It's funny, everyone wants a balanced game, but they also feel that the game needs these redesigns in order for that to happen. I just don't get it.
The difference is that you need to sacrifice anti infantry vetted squads, like giving tommies piats, it's risky and doesn't worth it. So i agree this is not the correct way to correct brits. |
That is what satchels are for. Timed demos would be just redundant. LoopDoop's idea to give a short timer after detonator has been clicked is much better.
Nahh, it isn't redundant cause is locked in tier one, with penals in t0 i could agree but this is a good idea. Useful to destroy weapon or base. Static stuff. |
I got 2 options for you fella.
1) Pick Tactical Support Company, equip your Rifles with both LMG and BAR (you also go Lt with double BAR). Your Riflemen will be effective in ALL ranges, thus they will destroy Obersoldaten in every fight. It's important to keep your Lt ALIVE and get him to vet 3. Bombard the hell out of the OKW player and you got this.
2. Pick Heavy Cavalry Company and get 2 Rangers to accompany your Riflemen in every fight. By the time Rangers hit vet 1, they are unstoppable and they literally lead the way. You just pass through Obersoldaten and they die.
PS : To control OKW blobs etc, go for the AA Half Track, which is simply amazing. Keep Echelons with bazookas close to it for repairs and protection against vehicles. Enjoy OKW players leaving the game
Nice i love both suggestions , i will try it. Thank you Overlord. |
You can build a pair of position with upgrade deep in your territory to cover your flanks or a specific area.
This works well if your opponent went T2 and don't have an ISG.
Otherwise Sherman first if you went T1 is a better idea than Scott unless you dominate your opponent.
Yeah maybe i can cover flank with this, but that will not resolve my problem. Anyway normally i go sherman first if i'm not behind , it helps me, tanks vs tanks is ok, but i can't push okw support weapon. For example: 3 bar rifles, liutenent, one RE with zooks, 2 50 cal and a sherman. Sometimes i backtech for captain + 57 mm. But when obers come out is a problem, i will face: 2 vetted volks if i got one wipe or 3, double obers, one stumpio, one mg, one rak, one p4. Sometimes one leig. On open map i don't know what to do, i start spam smoke to close the gap with obers and mgs. But keeping control map cost me a lot more mp than my opponents. I need scott, but it comes later, maybe rush scott and preserve units without push too much until jackson come out could be a good idea, waiting with double AT zooks squad. Anyway i think i will try pak howi (like Outsider suggested me) and call in one paratrooper squad + one 50 cal trading light veichels for pak howi and i will see. |
With USF often i have troubles with this, in an equal control map game, i have all my vetted bar rifles and maybe one or 2 50 cal. , and a sherman, okw has obers + raketen e and some volks or p4 to protect flanking. In a fuel advantage situation i would prefer scott + jackson, but normally rushing scott while he has a p4 in a minute is risky. So these Obers shred my rifles models so easily, and double ober that flank that squishy 50 cal could kill it easily on retrat with that long range dps. With soviet ISU or Katy are always good, with brit normally i camo commando squads and dobule bren tommies has better long range engages with ober, but with Usf, i'm always in trouble. Obviously in open maps. Thank you for advice. Yeah, i will try captain with pak howi, i avoid it too often for light veichles and suppression, but i can call the mg at least with airborne. Anyway i must hope to not face fortifications with lefh and Okw simcity with no priest. Anyway i feel usf a little bit in a bad spot vs OKW until you have armor to support, too much bleed with that long range infsntry. |
With USF often i have troubles with this, in an equal control map game, i have all my vetted bar rifles and maybe one or 2 50 cal. , and a sherman, okw has obers + raketen e and some volks or p4 to protect flanking. In a fuel advantage situation i would prefer scott + jackson, but normally rushing scott while he has a p4 in a minute is risky. So these Obers shred my rifles models so easily, and double ober that flank that squishy 50 cal could kill it easily on retrat with that long range dps. With soviet ISU or Katy are always good, with brit normally i camo commando squads and dobule bren tommies has better long range engages with ober, but with Usf, i'm always in trouble. Obviously in open maps. Thank you for advice. |
8 month ago I m Talking about M20
https://www.coh2.org/topic/66964/talk-about-usf-m20-utility-car
1 Bazooka it not have Fire power to repel and cannot help form rushing Flame halftrack I try to suggest AP Round like .50cal HMG Team Oh no man ,too much, with ap rounds 222 and flametruck will get raped instantly, it could counter snipers and light veichles, a little bit op. |