Hid one off topic post and edited two others to keep the thread more civil.
thank you !
LOL "too late"
Why on earth would it ever be too late to raise an issue? Do you think one change will happen and that is the CHANGE TO END ALL CHANGES? Wake up dude.
It wasn't clear to see from just patch notes and beta testing. Now it's pretty clear. I've seen it 5/6 games vs Soviets PENALS - DSHK - SHERMANZ
you had 6 MONTH to get your shit up and tell to the balance team what you think about penal.
if you couldn't do it in 6 month, i seriously doubt you can do it now, i mean speaking on balance with real arguments, stats and maybe even a replay.
so here is my point, again, no one gives a shit about your "issue" anymore.
With some luck, they could be allowed to keep working on balance and so can't waste another 6 month testing penals because you were "too slow" (nothing insulting)
if there is further change in balance, i look forward to see you in feedback thread |
Soviet are bad, but penals are crazy op now, wtf?
Resisting to mines, ripping all infantry, win red cover vs obers yellow, soo what hell???? With old rifles winning vs lmg and sgt44 ez... soo crap lol
edit: is penal a brit unit in the wrong faction???
you had more than 8 month to give your point of view on penal, now it's too late.
|
Added some emplacement ideas.
Mortar Pit needs nerfs (coupled with ISG nerfs). That's because Mortar Pits force OST/OKW to always go LeFH leading to stale meta.
The idea here is that 25-pounder flares will have to see some buff at some point to provide long-range indirect fire support. This will allow Brits to have a counter to Pak43 paving the way for Pak43 buffs.
17 pounder definitely needs help, but not before we've figured out what to do with Brace. e.g.,:
- Popcap decrease
- Target size decrease (from 40 to 18?)
- Piercing shot trades places with Flares as garrison bonus/Vet1 bonus
you are speaking a lot about what you would like to do but did you get any authorization from relic to keep balancing their game ?
just asking because i still remember last patch scope when they removed like 1/3 of it. |
I don't think it suppresses fast enough. Reminds me of the vickers where volks can run head on into it and get an incendiary nade off.
the maxim just came back to be a support weapon;
no support weapon (mg, mortar and AT) should be left on their own against even a single ennemie squad.
i am sure that if you keep an conscript engineer squad nearby, the maxim is doing fine.
a maxim can shoot more far that it can see -> use recon to spot ennemy early and so he will never get close to launch nades.
once the ennemy squad is suppressed, you can just keep your engineer shooting on it and they will remain supressed until they get killed so that you can use the maxim on something else.
but if you keep using it as a A-moove weapon, then yeah you might have truble with supression not coming soon enough. |
Invissed a post for trolling and another for quoting said post.
not sure if you noticed it but OP edited his post after after i had written mine.
That wasn't really trolling imo, i really think that balance part of the forum should be allowed only to member with at least +50 post on forum & +50 games in coh2.
the amount of people coming here to make a thread with ONE sentence "pzergrenadier are OP, please nerf. GG LELIC" is too damn high to make the whole balance part of the forum contructiv. |
Less crush = more blobs...it's like the plague !!!! there is more blobs then ever (4vs4).
The patch may be very good for the grand 1vs1 tournament, but for the 3vs3 and 4vs4 formats, it's not pretty.
Just this morning, while watching a 4vs4, i saw a mg42 + 5 Ost mortars hold 1/2 of the map while the rest of the axis team cap and kill the rest...a really sad sight. (Allies can't do it)
Do you really believe that the nerfs made on the allies had given us a better game ? Maybe for 1vs1, but for the other formats ?
Do you believe that removing 1 BAR upgrade from USA has no impact, especially when the faction design relied more then others on infantry squads ?
To all who don't understand what i'm saying, please just try 10 random automatches 4vs4 as allies and alone. You will see.
We already spoke about this subject on another thread.
The reason of this mess in 4v4 is because of the MAP.
They are way too tight, making flank impossible so a single mg42 & a few mortar / AT gun can hold a side easily.
sadly, i think that coh2 is not suited for any game above 2v2. Even 2v2 on some map suffer from the same problem (road to kharkov per exemple).
And everyone is well aware of the clusterfuck it is in 4v4, but coh2 is fcked up from the beggining by relic bad game design, the "unprofessional" modder team can't fix the whole game just like that, they could only do a few tweaks when it need a huge change to become competitiv in 4v4.
I am already glad that they managed to make 1v1 & even sometimes 2v2 enjoyable on this game.
If you like so much 4v4, you should give up on coh2 and get instead DOW3. They are made by the same company, aka LEULIC, but this last one seems to be much more 'team games' oriented from what i saw.
Edit : i notice you speak alot about AXIS being overpowered in 4v4 but you seem to forget everytime how fked up is the brits emplacement regiment commander. |
with 3 sturmpioner, i can't understand how you got beaten by a single kv-8.
they can put so many mines around the hot spot that any tank should not be an issue, except if you didn't have enough amo for mines because you used all of them for medik kit ?
i doubt that, but if it was the case then your problem is solved -> less medik kit, more mines.
|
make forward retreat point visible through fog of war, not precisely but like when you can an airplane on a sector and it shows a red circle on the minimap.
Use a kind of red circle, which would be shown on minimap when someone put a forward retreat point somewhere.
Big enough to make sure that ennemies doesn't know exactly where it is until he got recon but small enough to make a flank with tank followed by artillery strike on it worth it. |
Oh, so it was 7 2v2 losts... Literally this patch is the Wehrmacht patch! (I climbed like 300 ranks after the patch went live) 2v2 as Wehr never feels so alive, I tell you that; before all of this, 2v2 as Wehr would be suicide, but not now. Ok I can help you with some personal advices:
- Firstly, do you have a teammate? If you do and he's OKW, then there's no need to worry! Told him to go Mechanized every single game! Like, every single one of them. Mechanized OKW along with heavy support play by Wehrmacht is very hard to beat on most maps. Speaking maps, I recommend veto out Dussendolf (Way too urban), Rails & Metals (Too wide, too many open ground and way too easy at getting flank) and Hamlet (The north side is horrendous, so it's pretty much 50 - 50, so just veto it out).
- If you don't have a teammate, however, then hope that your random teammate is OKW... Is not like 2 Wehrmachts is bad, but it's harder to pull off and it's normally better to have a mate as OKW.
Now, on to the gameplay:
- First of all, try to work around with using 2 MG42s. Like, 2 MG42s are the way to go! Try to use them effectively by having 1 covering the other one's flank and always have at least 1 MG moving around with your mobile units (Grens, Pioneers, etc.). Many players just go for 3 Grens and only 1 MG42, which leaves them very vulnerable to flanking moment from the other enemy player, so always, in my opinion, always go for 2 MG42s.
- In terms of the Scout car, I recommend don't use it. Despite changes to it, I still think it doesn't worth it in 2v2 (In 1v1, it can work, but 2v2, it's too easy at being swarm and can easily get taken down by small arms fire). This is why I told you to have an OKW mate, cause he will be the one going Luchs to hunt down snipers, while you being the one cover up his back with lots of support weapon's firepower. The OKW player will cover your mid-game very well with LVs, while you build up your forces for the late-game. On the other hand, you should always, always get at least a 251 or build a Command bunker, limit your retreat time, stay on the field for as long as possible so your OKW mate can freely roaming around with LVs without being to heavily punished.
- Panzergrenadiers just got buff so I don't know what you're talking about... However, don't just give them Schrecks immediately. Their STG firepower are superb! Utilize it while you can, but if enemy rush out early T34-76, then use the Schrecks if needed.
- And of course, mines! It's still best to spend most of your mining time on planting Tellers. With double MG42s and mortar, you basically don't have to worry about infantry, just beware of armours rush... that's why Tellers are very important.
- In late-game, there are 2 ways of going:
1. Pump out StuGs and Ostwind like there's no tomorrow (Maybe horde of P4s, but StuGs are StuGs, there's nothing better than them at the moment). Then cover up your later stage with Elefant (There are 2 commanders with the Ele so equip at least 1 of them... highly recommended). The Tiger can works, but it's less reliable compared to the Elefant.
2. Go straight for T4 and pump out Panthers and Brumbarr. With this way, highly recommend you to equip commanders with supply drops (Osttruppen, CAS and Luftwaffe Support). Panther may have its reputation for being suck, but 2, 3 of them are more than enough to kick the enemy back accross the English Channel.
Against some specific cheese strategies:
- Emplacements spam: Get 2 mortars in stead of one, back it up with 251 and comstantly bombard it. Ask your OKW mate to use his LVs as harassing tools while your mortars slowly break it down... If the enemy rush you with infantry and LVs? Double MG42s + Tellers will make short work of them.
- Rocket arty spam: Get the Fortified Armour Doctrine in your loadout. This commander basically makes you invincible late game: Command P4 to help cover up the damage from the rockets while Ele + hull-down vehicles will make your army a fortress!
- Maxim spam: This one will got nerf heavily when the GCS patch hits, but while we are still at it: smoke from mortars + set your MG42s in ambush positions. Don't be aggressive against it, cause the maxim spammer will be the aggressive one, while your pre-set defenses will crush him. Also, OKW's Luchs will end this strat rather quick so yeah.
that's nice from you to writte all this text to explain to OP how to win with Osther but honestly you shouldn't have done that.
he clearly came just to moan and whine about something he doesn't even understand and so really doesn't deserve such help from you, better keep it in stock for other people who ask politely advise on tactics instead of this guy. |
Total game in 1 V 1 : 2 (ALL FACTION INCLUDED)
Best RANK of everything : 1200 in 2v2
Only facts - I'm not saying anything on this high level playercard but i let others judge if OP "Culainn" can be taken seriously. (not saying he shouldn't). |