... That is why OKW Sturmpioneers drop 3x healing packs for 30 muni.
At T0.
It's not like they NEED T1 Medical Truck
It's one extra thing to micro nd one extra thing to pay munitions for. Not other faction has to manually do this in the same manner. Brits can do it in the field, and just hit a button, for 20 munitions you have a medic squad for life. Ambulance does both, no munition cost there and just does it, no micro needed.. Soviets got meds at base, and OST can build medics at base, or anywhere (or usually at my base when i play OKW lol).
OKW should, in my opinion have access to medics both at their HQ and the medic HQ.. or have to make a choice on which to take. Forward Retreat Point, or Medics at the Med base. One locks out the other, but you SHOULD have a choice to do it at your home base.
OKW SHOULD have medics available at their base without having to pick a different tech because NOBODY else has to. (Asymmetrical balance aside, this makes or breaks a game when you got 5 man squads walking around with 30% hp )
I'd agree to most of the initial changes, I just have a bone to pick w/ the Infrared Truck. Mostly in team games this thing is so much value, the map hack is crazy... I'd propose it's changed to be like EVERY other recon item in Coh2 where you must pay munitions to activate it for a set period of time. We say tank hunters receive this change, Special Weapons, all recon planes cost munitions (including the brit ones that you get from COmmand) and yet OKW get a sweet ass search light to see what you're doing.. everywhere? specifically in team games its so difficult to fight when someone knows where all your shit is.
Moving Obers sooner is interesting, I like the idea because they're not that strong without their LMG's and they'll unlock them later with tech while keeping the flavor of having an eltie unit on the field to support you. They'll get some earlier vet, fight some units that aren't vet3, or tanks yet.. I find my obers easily get sniped whenever they come out. The 4 man team who likes to lay down w/ their LMG and hug each other is just asking for a mortar shell (not sure if they've had received accuracy nerffed but I always notice I haev to babysit my obers). |
Everytime a penal model dies, should have a chance to retreat. It's the only way to balance such an OP unit. I mean Penals can beat up Obers and parry a King Tiger shot, this unit must be dealt with. |
On maps like Trois-Point where you can easily defend two choke points from either side. Launching an assault can be costly when you have to fight through MG bunkers that are backed by AT guns, mortars, and god forbid a King Tiger, Jag, or Elephant.
I'm not talking about a lone MG bunker sitting off in the wilderness all by itself. They're supported, just like any MG42 is supported. Except as the game goes on not only does this MG not cost population, it just needs to be repaired which costs zero resources. Even an MG team would cost you some manpower as it gets bombed to shit.
So on a map like Trois-Point, with painful chokes. Unless I'm USF, I have to dedicate pop to those points to make sure I'm being flanked. I lay plenty of landmines, but people aren't idiots, they'll grab sweepers.
If OST "depends" on these bunkers to stay in the game as some of you are sourcing, then why not give them a buff, why would you cling to the MG bunker rather than what the real problem is? if MG bunkers can be so easily dealt with, and the faction has a clinging weakness that it requires a MG bunker. Then why not change that? |
A lot of people (such as myself) do con spam to get around all the mortars and machine guns that I constantly face in matches. OST players (in my experience) bring out 1-2 machine guns first, I can't really assault a machine gun with a maxim and usually they also pull out a mortar to seal the deal while you're pinned by MGs. The OST mortar rapes my SU mortar, so I usually say fuck it and either go all Penals or all Cons and just outflank, molotov, and counter his very static play with my very mobile play.
If you want to address Con spam, not only do you need to look at addressing how powerful the unit is, by why people do it in the first place. If we're going to be facing walls of machine guns and mortars, why would I take a more inferior mg or mortar to fight them with? I'd rather flank that shit and force it off. Steal that MG or mortar because it's better than mine anyways!
When I play OST, I actually just built 1 MG, and immediately build 3 Grenadiers and go hunting. I get my LMG's ASAP (or G43) and then start building bunkers. I riflenade my way through any real problems and just keybind the 3 squads to 2, 3, 4 so I can keep them spaced and avoid blobbing. As the late game goes in I'll start to build a Pak40, a mortar, maybe an MG. But I race for PZ4 because its AI and AT capabilities are versatile, I never make a Ostwind, and I usually dont need Tier 4 cause if I want AT I'll just spam STUGS. I apply so much pressure that I feel I dont need Tier 4.. or rather it seems too expensive to justify it because of how good my STUG's are at countering allied armor? Pz4 just cleans up the infantry... some day I'll make you ostwind, some day. |
Ostheer bunkers are useful only in 2 situations:
1. When you need medics
2. When you are popcapped and want to use spare manpower to secure VPs a little bit more.
In both cases, adding population to bunkers is out of the question.
If two players are duking it on par, the OST can still lay down bunkers to defend vital flank points without having to worry about his capacity to assault at all.
I don't think that's fair, and I don't think Fighting Positions are fair without population either. Once you pay for the MG, it should cost population.
USF got nerffed for jumping out of their vehicles to repair cause of pop issues, some CAN'T anymore. Population matters in games. I don't see why MG bunkers get a free pass. |
Rather than fighting over how OP the unit is, lets give the guy what he asked for, some tactics:
The ISU actually misses a lot when it's forced to rotate or move at all. Raktens are not great, that's obvious but you could set a decent ambush depending how he's using his ISU. Roll up 2-3 Rakens, keep them hidden, turn off auto-fire and try and lay a trap for him.
2 Jagpanzers may seem like a hardcore investment in anti-tank capabilities but it's not the worst thing to do. the JP4 is hard to hit, it has a smaller size than most mediums, has good range, and if you get it to Vet1 you might be able to harass and peak the shit out of him.
The doctrine that has the Sturmtiger in it is half decent as well, loading in the big HEAT shells certainly should fix your bouncing problem and if I'm not mistaken it also adds a bit of extra wham to the damage.
As much as people declare that the King Tiger is a lost cause, it can still soak, and do some pretty good damage. If he's saved up 230 fuel and 600 manpower for a ISU, another option has been you need to apply more pressure.
This is something so overlooked, but was constantly talked about in the earlier days of Coh2. If your opponent has been able to somehow keep good map control, and save such and excess of resources... the question is were you aggressive enough? Did you poke enough? Make him feel like he can't save, keep him on his back feet...
When I play with the ISU, you're correct in that I only bring it out if I can support it properly.. honestly with Su76's to barrage AT guns or kill tanks who try to go for it. I keep the ISU on infantry-wipe-mode because I need it, by that point I'm lacking in ways to kill infantry so that's the ISU's job.
But the whole time, my opponent could of pressured me.. they could of sniped my su76s w/ a Jagpanzer, sneaked in come AT, fausted.. I'm not going to bring out a lone heavy tank because an unsupported ISU is going to get raped. So honestly, that's the crux.. and I know a lot of people dislike the idea of being a lot more aggressive but keeping someone scared is worth it. Don't let them get comfortable, keep pushing, make them make mistakes.
In my early days, I used to fight until I had what I wanted. Then back off.. then find out the enemy built up all this shit I couldn't deal with.. rock paper scissors. |
Every post is about balance or what is wrong with coh2 precisely because we love (more like love/hate relationship) coh2 and want it to be better because it certainly can.
It's all passion! not hate! we love it so much! if only we could cross over and work together! |
I do a lot of 2's, so these are both my own experience and my partners.
Soviets: Laid down a demo charge and 3 landmines. Watch a King Tiger yolo across a narrow pathway and explode instantly, DEAD. Enemy teams goes: " Wot? " and we tell them what they hit. Both sides have a laugh, both sides find it crazy... not hate, just a learning experience.
Soviets: demo charge and a landmine, we figure out that this is enough to 1 shot medium tanks, proceed to do this in ALMOST EVERY MATCH and reel and cringe at the fact so many players don't seem to use minesweepers
I guarantee you, we forced a lot of players to use minesweepers after 120 munitions > medium tank. I also feel we're partially to blame for the nerf that came which now makes demos a lot less useful
Ost: Barbwiring off houses when Partisans were big, watching them spawn units that couldn't get out! hilarious.
OKW: Double stuka bombing an entire USF blob TO DEATH and seeing the immediate surrender vote pop up.
|
Most of you guys are missing the point, it is next to impossible to counter brit late game with croc.
Firefly + 2 AT guns will keep any armor in check, ofc jagdtiger and elephant are the ways to go but good luck getting those in the field in time before the game is over. Now you would think, ok he has a lot of AT capabilities so I'll make a bit more infantry and try to flank them and all that good stuff, guess what? 3 infantry sections with bolster squad + double vickers or bren guns will just reck any infantry you get, they don't even need cover (just attack ground to victory). But now you think ok, how do I keep the blob in check? alright some hmg's and/or flak emplacements, guess what? the double AT guns and firefly will reck the emplacements and the blob just recks any hmg. And just to top all of that you have the croc that, if I am not mistaken, still has the double damage from its flamethrower (heard it on propagandacast) that just kills your AT guns + hmg's + infantry in seconds. So tell me how one is supposed to counter this?
The only solution I see for the croc is to remove the autofire from the flamethrower and make one ability that sets and area on fire, kind of like the incendiary artillery barrage ability for soviets but it would be the croc that has to get there and set things on fire. If this wouldn't prove enough it would be a good idea to reduce it's movement speed a little, right now it moves too fast and can avoid fausts with ease.
So we'd make the croc the only vehicle that has an on-use ability to set something on fire. I disagree, there's a lot more ways to approach this situation than nerfing the Croc.
But in the situation you've described, it just sounds like you've lost. You didn't pressure him enough, if he has a firefly, 2 AT guns, a Croc, and a bunch of Bren brits going around. You've lost, you should of hammered him harder so he didnt have this luxury to come at you.
Also, you can lay a landmine, 1 landmine pretty much cripples this entire assault as you seem to think it's all centered around this Crocodile doing work and whiping infantry instantly....
Got any replays? I never see the croc kill instantly in seconds like you're stating. It does work vs AT guns because they count as green cover, which all flamers excel at... |
Do we have a comparison chart for the flamer weapons? I know the Croc, Wasp, and Flamer Halftrakk all seem to have a very similiar aoe affeft of their flamers.
No, I'm not saying these light vehicles compare directly, as obviously a Croc can do some serious work given its a tank. But I'm not familiar with the stats of these 3 flamer weapons, but visually they appear the same to me when I play.
The croc seems like a break through tank, it clobbers AT guns and it can soak up some damage. Take that away, and it's just going to be a gimmicky flanker like the Kv-8 which doesn't see much action due to pathing issues w/ large tanks. |