Beating the KT + Jadgtiger + Sturmtiger + Stuka + Panther combo with Airborne! Not Pershing, AIRBORNE! Screaming Eagle, boys!! (And lots of help from the Soviet Union! But damn it was epic) Man, that combo was tough nut to crack! But not their infantries. Smoke, Jacksons, and Paratroopers lead the way! Probably one of my greatest games till now, especially as USF in 2v2.
P/s: Might worth a cast, if anyone interest... it's Airborne vs OKW's Heavy Tanks fleet. How often do you get to see that!? |
... Why dont they try Ost, oh yes, because it is a challenge and your infantry dies quickly...
Man, you make my "dedicated-to-play-Ostheer" way of playing CoH2 seems idiotic .
On the topic, according to Mr.Smith information, yeah, the Combat Blitz is just really, really absurd! It needs to be in-line, aka exactly the same, with Wehr's Bliztkrieg. In addition, I know Blitz on KT/Tiger seems stupid, but what else would you give them if Blitz got removed from these two (Yeah, KT can have Spearhead straight at vet 1, but what about Tiger? The same thing, maybe?) |
Thread: MG34 12 May 2017, 14:54 PM
I once heard somewhere that MG34 actually had a slightly (Like, very, very small) higher suppression value compared to MG42... Also, agree with Hector on this one: OKW's raw firepower is already very good in most of its units (Obers, tanks, etc.), increase the damage of MG34 would just be more salt to the wound... the Allies wound... |
Not only Infiltration Commandos but most of the Infiltration are just too cheesy. There needs to be a clearer line between "insta-nuking-your-crap predators" and "Infiltrators, harassers, back-line" units. I once made these suggestions before: ( https://www.coh2.org/topic/60774/changing-infiltration-units)
- All Infiltration units got their cost reduce to about 75% of their price right now (Basically a 25% off in price), except Wehrmacht' Stormtroopers and OKW's JLI (For example: Infiltration Commandos now cost 330 MP, Fallschirmjagers cost 330 MP, AT Partysans cost 200 MP, etc.)
- All Infiltration units now come out with their respective faction's bolt-action rifles (For example: Falls with 4 Kar98ks, Commandos with 4 Lee Enfields, JLI with 4 Kar98ks, Stormtroopers with 4 Kar98ks, AT Partysans with 4 Mosins, etc.)
- Axis Infiltration units now decap points 25% faster without restrictions while Allies Infiltration units now decap points 50% faster while out of combat. However, they'll lose this feature when upgunned, to further distinct the disrupting role and the harassing role.
(Suggested by ferwiner)
- All Infiltration units now have to buy their original weapons for a cost of some MU. For example:
+ Falls pay 100 MU for 4 FG42s.
+ Commandos pay 80 MU for 4 Stens.
+ Stormtroopers pay 100 MU for 4 StG44s (I take this upgrade as the standard for all other upgrades).
+ JLI pay 30 MU for 1 scoped G43 (If possible, I'm suggesting a package of 2 non-scoped G43 and 1 scoped G43 for 75 MU).
+ AT Partysans pay 60 MU for 1 Panzerschreck.
+ Partysans pay 80 MU for 4 PPShs.
- All Infiltration units' grenade start-off with a cool down
Basically, the idea is that we take Stormtroopers as the standard for Infiltration Units, then we will make other Infiltration one balance around this standard. Paratroopers, in my opinion, are not really Infiltration Units, since there's a big ass plane fly over with a clear engine noise dropping troops behind your line (Usually you don't even drop them behind the line due to their high scatter in the FoW... If Pathfinders spawn out of building to give vision for Paradrop then maybe we would consider Paratroopers as Infiltration Units)... They are more like off-map call-ins like Guards, Shocktroopers, Panzerfusilliers, etc., not Infiltration Units. |
Done... and done! Love to see this game! Also, am I the few that want a good, long, in-depth singleplayer campaign? Multiplayers are great, as usual, but it has been a long time since I last experience a good, long campaign |
It bothers me... Why are you fighting over a neutral point while leaving me defending both our MU and Fuel point all by myself!? (Yes, I know you're trying to take their MU + Fuel points but please, why set up at the top upper-left corner of the map?
We won eventually, but still, it could have been way easier if he held at our MU point. |
If that Panther didn't show up, we would have lost that game, painfully... Glad I went T4 this game. Also, my hatred towards the Brit faction got over my head for a few seconds, so that comment was a shameful display; My apology . In terms of self-evaluation:
- Good use of 251 to support the frontline; going for Panther in stead of T3; spending MU (Mostly on reconnaissance + upgrades)
- However, lack of mining (should have mine more).
An interesting game, consider 1 of them is rank 300+ as Axis... i'm not sure, but at least they're not complete newbies.
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Panzergrenadiers using Kar 98's would be too similar to Grenadiers, and MP 40's would be too similar to Assault Grenadiers. Volksgrenadiers on the other hand made heavy use of StG's and MP 40's. I suppose you could replace Sturmpioneer StG's with MP 40's, but would there really be a point to that?
In terms of role and performance, I would say Panzergrenadiers is a prime example of good balance. They are made to be Elite infantry mid to late game, they have ground to gain veterancy (Rather than Obers right now, where they have a very limited ground to fight for veterancy), they can fulfill 2 needed role late-game (AI or AT specialists). Penals come out too early and lose their AT firepower later on, while their AI capability can't remain its strength for long (It's still very potent, but later on, they hardly can fight back other Elite Infantry, which make Soviet having no Elite Infantry for later on).
In terms of Sturmpioneers, if we give them MP40s and lower their cost, it would help OKW less reliance on Sturm for too many duties (CQC, repair, flank, etc.), but that may make OKW early game weaker, don't know would it get too weak, but it sure get weaker. |
Glad someone brought this up tbh. I feel like vs OKW especially, but even vs Ostheer to an extent, you are almost obligated in 1v1 to go AEC because otherwise you only have PIATs and AT guns to deal with a PII or 222. AT guns get flanked incredibly easily, and PIATs are super cost prohibitive early in the game.
To be honest, the design of all WFA factions have always proven to be problematic. The lack of snares (Brits), of smoke (OKW), of Elite Infantry (USF), of realiable non-doc anti-building aka flamethrower are just redundant since they are the basic tools of every army in this game. How did Relic solve these at the first place? Oh, they just give these factions "power spikes" : Infantry Section extremely potent at raw AI damage, Rifleman extremely versatile, Volks extremely cost effective, etc. It's basically power creep that has been causing most of the imbalance to the game. Seriously, one day, give them all of these necessary tools, nerf/buff their "power spikes" accordingly, then we can expect a balance. As long as Brits don't get snare, OKW don't have smoke, USF don't get Elite Infantry, all of them don't get non-doc flamethrower, etc. , it will be a long way till this game get balance. |
They should arrive with G43s, and then have their STGs as an upgrade (90-100 Muni).
We already had an unit like that, they are called Stormtroopers and they're doctrinal Infiltration units.However, they come out with 4 Kar98ks, not G43s.
In terms of Panzergrenadiers, they have been here since the launch of the game! They are Elite infantry, specialize in AI when unupgraded, AT when equipped with Schrecks... They are Elite infantry, of course they can beat unupgraded Rifleman! Rifleman are mainline troops, multi-purpose when choosing upgrades, that's why they are versatile, but that doesn't mean they can fight toe-to-toe with Elite Infantry without upgrades, that would be batsh*t OP! Not to mention the fact Panzergrenadiers are more expensive (340MP to Rifleman's 280MP), come out way later so that's why they are stronger.
The problem here is more due to the USF design. Their lack of non-doc Elite infantry is what hurting them. Have to heavily rely on Rifleman, so much that losing one mid-game onward would cause that destruction of your entire army, since USF relies heavily on keeping Rifleman alive (Every faction need to preserve their units, of course, but in the case of USF, keeping Rifleman alive is the matter of winning or losing the game). This problem happens to all WFA factions, which seriously one day, need a look at. In terms of the USF, maybe make give them an Elite infantry units non-doc (Rangers seem like the most suitable candidate, in my opinion), while nerfing Rifleman accordingly. |