IR is like the most op ability. You know exactly where your enemy is, and your sniper is never going to get counter sniped |
Valentine tank from the British Royal artillery doctrine has one of the best scouting ability in the game. But their pop cap is 12 same as p4, I think it is too much. Maybe the PopCap should be like 8 or 9 like the aec. |
I mainly play Soviets and I do think OKW is a bit on the weak side now. Volks are pretty flimsy and their fire nade is OKW's only hope clearing early game garrisons. Not sure what can be done to fix. I don't particularly like the ISG, it doesn't hold a candle to it's former glory. Or maybe I just suck at OKW.
Though you shouldn't expect the King Tiger to be a game winner. Most people save for a KT and rush it to the enemy unsupported, expecting it to win them the game.
King Tiger is not a game winner IMO, maybe it is role should be a game changer because of its expensive price. If people can just save and rush for KT then the opponent probably didn't utilize their early game and mid game advantage vs OKW player. In the current meta, 99% of the time KT is just not the right choice. From my own gameplay experience, if I get a KT, my pioneer is repairing the tank the rest of the game instead of capping or minesweeping. |
I think Obers could use a small performance buff, either by giving them a fifth model (same DPS tho) for survivability against mid-late game indirect fire or by moving them to mechanized truck so they can hit the field earlier and don't have as much of a vet disadvantage as they have now. Stuka could be moved to panzer HQ.
I feel like once OKW starts losing the mid game infantry engagements (against penals, guards, rangers, airborne or double weapon tommies/riflemen) they can't really recuperate because their own elite infantry hits the field too late and dies too easily to explosive/indirect weapons.
Vehicle wise OKW is strong enough IMO. Especially now that the Panthers are really good.
Exactly, every other faction has a power spike mid game but not with OKW until you have a panther4. I think OKW vehicle is good, but not good enough. I think the reason might be because OKW doesn't have a decent anti-tank infantry unit. |
It never was like that.
Still better than Maxim, means it's not the worst. Bad MG is for compensation for their very agressive start.
That is not a balance problem. Unit should not be OP against everything.
Don't play with just one unit, always support it with infantry. It is not COH1 222 car.
KT was always a panic button if you lose your T3, it is a penalty for that, deal with it.
Another example why your whole thoughts are wrong and based on thinking that OKW must destroy everything in a blink of the eye.
Try to play another factions to see their weak spots and put your playercard on
I'm talking about gameplay and power spikes. KT can make comebacks cuz it does man power damage to the enemy.
Here is the outdated players card
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No power spike at any point of the game.
weak against MGS as always.
Volks doesn't even beat cons at long range. And no flame nade early game.
SP lose to cons rifle when the other guy knows what they are doing, so hard to close the distance and flank.
AA half track doesn't help to kill mgs as quickly as last patch or pinged them.
Lucs doesn't do wells into mgs,cuz the heal is insanely expensive 40 some munitions. plus at boys and guards can easily counter lucs.
After you survive the early and mid game, you can't come back with KT anymore. One tank destroyer counter KT so hard.
The only advantage I see OKW has over the other factions is the infantry support gun. But building 2 ISG gives you no map presence.
I like the last patch for okw better. You have a strong early game, but you are weak mid game and late game Cuz you can always pressure the enemy with fast AA, and use cheap heals stay in the front line. And get a panzer4 for the power spike and win. Nowadays, you don't have a power spike, losing most of the situation.
My suggestion would be buff the KT frontal armor, make it a come back machine. So you can have a weak early and mid game, and a strong late game. Or make a flame nade upgrade at the HQ instead of setting up the truck so you can then choose w/e tech you want. |
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USF infantry beats OST infantry all stage of the game if you know how to win the engeagement |
I made rank 1s with all 5 factions in 2v2. IMO, most of the map such as Road to Kharov, smosky winter, hamlet, Minsk pocket , moscow outskirts etc... They are unbalanced because of the map design, south spawn has huge advantage over the north. Either cut off, of some random house on the fuel point. Or some random line of sight blocking trees.
Troispoint is the only map that favors north side players.
So in order to play less favor map you don't want play the same map selections for all factions.
For example, you don't want play Dusseldorf as UKF, but USF is really strong on this map. but you want play cross in the woods as brits, but not as USF, because you might team up with another USF player, and if the enemy get sniper is really hard to flank.
As a general rule,
USF can play close close quarters maps
Brits anything but close quaters maps
Soivet, is pretty flexible, but you want avoid maps like road to kharov, (left side). OKW can rush the fuel house and hold it forver, and you can't capture a early munitions point.
OkW any map that has fewer number of house, the larger the map the better. Because they are mobile, and have Foward retreat. For example farmland.
Ostter any narrow maps, and hard to flank map is good for ostter, Rails and metal.
Most unbalanced map 2vp map, and chock point bridge maps, which heavily favors axis. |
Hi all,
Does anyone know how to update COH2 to the latest version on MAC? It seems the COH2 game I installed on my Mac has the version of western army release. |