Thread: The 10%27 Jun 2017, 12:24 PM
As there a so few allied players we always find ourselves up against much higher ranked opponents and its generally terrible lately.
because ther are more axis players, the likelihood of running into noob axis is more higher, its certainly something i noticed when i play allies |
Funny how people thought the Allies had the "cool uniforms" before the WBP hit. I must have missed the "cooler uniform" changes in the release notes.
before WBP hit more people still played more axis from what i remember, most allied players where infact brit players. im not saying balance might be a reason why but from my experience of playing dozens ww2 multiplayer games people always tend to pick axis over allies, take ur deluded allied fanboyism elsewhere |
i think its the German units and tanks are just alot more cooler then the allied units. its not just coh2 thats like this all other ww2 games i played people always tend to prefer the axis then the allies |
blobbing will happen with or without FRP, its happens because of 5 men sqauds of WFA, ever since penals got buffed, im seeing penals blobs in almost every team game yet soviets dont have FRP.
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The poster of the stats for the tournament said it isn't really empirical data though, as lots of factors must be taken into account when looking at those winrates. They also have much higher winrates than 40% according to coh charts, so I don't believe that any one source of information (including coh charts) can be considered empirical for the same reasons.
tournament stats are far more useful then the coh2 charts mate, but that doesn't mean we should solely base it on the win rates because skill plays a major factor over balance in the tournament games |
OKW problem is not a strong lategame, but a strong early game and strong midgame now, that's the problem.
strong but not over performing |
To be totally honest, I have issues with Volk vs Shock depending on map and such. If the Shock get close enough they will rape Volk. Even some times can have issues with blobs of Penals too. If I rush to set up a truck I can get overwhelmed by Penal blobs some times. But maybe they are l2p issues on my behalf too I dunno.
regarding shocks thats just map dependent but penals will wreck volks early game however, mid to lategame volks with their vet and stg will wrecks penals and thats the problem for soviets |
+1
also the flakHT is really good now since it has smoke its hard as fuck to kill and you cant chase it when theres camoes raktens and volks have AT snares.
Volks should never of gotten incnediary nades that was relics bullshit thinking when at the time they were asking for better ways to clear garrisons with the idea of working a flame thrower doct (like brits and USF)
instead they get that and incendiary nades that way they can stop the other team from using houses why they exploit the dumbass house meta since for some reason volks take no dmg in houses.
If anything take away incendiary nade spam dumb to begin with and not needed when you have sturms and kubels to clear houses. Sturms easily do it themselves if you know how to micro.
I would really rather have shrek blobs back and stgs and at nade taken away and the bullshit rakaten camo too.
lol nano you cant really have a discussion with a guy who says things like this. the only faction that unfairly struggle vs volks is soviets (if they dont go dushka doctrine). USF and brits can handle it EASILY, if your struggling im sorry to say its a l2p issue |
250mp is not cheap. 280mp is way to expensive for them. upgraded volks lose 1v1 to upgraded riflemen, upgraded volks lose to upgraded IS, they lose to penals early and mid game but vet5 volk > penals in the late game.
Hopefully when cons get ther buffs they too can start beating them (in some situations). Both OKW and USF have potent mainline inf when comparing them to the EFA since they both have weaker support weapons.
If you nerf volks, you need to buff their support weapons but then they just become an ostheer 2.0.
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Why do others believe USF needs to blob to remain effective and must blob more if FRP is removed? Bloody hell USF actually is one of the better factions to soft retreat with Captain On Me! back into ambulance heal. USF can remain effective on the field without FRP as I mostly don't need or require it in 1s or 2s. I mean USF does have two half tracks albeit limited to doctrines but USF doesn't require FRP and I would gladly give away FRP if it meant OKW and Brits had their's removed. FRP have no place in CoH2 as it's just a crutch for bad positioning and lessens the impact of punishing a blob.
yh cuz usf have an ambulance right from the get go to reinforce and heal on the field, what do OKW have? the reason i say this because mr smith is assuming building the battle HQ outside of the base without FRP is a viable tactic which is not, without being able to retreat to the battlegroup hq, you wont be able to defend it properly, unless you babysit your whole army next to it |