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Lol his conscript spam only exists to support the inevitable kv8 base rush. KappaClaus
Posts: 31
Thread: MARCH 28th UPDATE25 Mar 2017, 09:21 AM
Lol his conscript spam only exists to support the inevitable kv8 base rush. KappaClaus In: COH2 Gameplay |
Thread: OKW's Current Design Problem: The Why and How25 Feb 2017, 01:11 AM
I know it doesn't work currently. The reason that Ost spam is viable is specifically because of the changed resource mechanics in the first place! OKW should be returned to the state it was in prepatched and balanced from there.
Although the JPIV and the Panther are different vehicles, they still function as OKW's dedicated heavy AT units. When referring specifically to 1v1s, there is little incentive to go for a panther over a JPIV because the panther's AI is extremely lackluster, and it is significantly more expensive than the JPIV.
A) Last time I checked this wasn't in the patchnotes.That aside, doesn't that still screw with the unit timings for all of the tanks in T4? Also doesn't this incentivize building the JPIV over the Panther even more as a heavy AT option? B)Obers are a problem in their current implementation, but halving the T4 initial build cost isn't the only way to fix that problem. Smoothing out early vet could also provide the power spike that they need to be more competitive. C) I think there is a bit of a misunderstanding here, in my post I meant to specify Ostwind Spam with the JP, not JP spam. I don't know where you got the "stug" spam from my post, although I do remember seeing threads on Coh2.org specifically consisting of people complaining about the Stug being overly cost effective at high vet.
This is part of the problem! In order to deal with the Stuart/AEC/T70 people go specifically for mechanized to build 1 counter unit, either the luchs or the puma. With the JP in the med truck they have the option of going either for the med truck & the JP or the Mech truck with its associated resource bonuses, and then you could tech to the other building OR the Flack HQ. Does putting the JPIV in the med truck work in the current OKW economy? No! And OKW will continue to suffer from a lack of strategic diversity as long as the current OKW tech system remains in place!
No shit its the decision of the player, that doesn't mean that it isn't heavily discouraged. Even if the medic truck would be 1 shot by a t70 its still "the player's decision to put it outside of the base." Right now the vulnerability of OKW's trucks means that the risk simply outweighs the benefit.
Which was not something that old OKW had to do, and it worked just fine for the faction! The whole point of my original thread post was it was an argument that OKW has systemic design issues from when they reworked the faction, and that the old version of the faction didn't conform to the same tech structure that other factions had to, and it made OKW better for it, despite the issues that the faction had! In: COH2 Gameplay |
Thread: OKW's Current Design Problem: The Why and How24 Feb 2017, 17:02 PM
What i would like implemented or tested for OKW (reminder this is post WPB with v1.9) I feel like all that will do is heavily incentivize People to continue to build T4 in their base and just never upgrade the flackHQ, pumping out 1-3 JpIVs and obers for the endgame. Hell if it's cheap enough, Luchs rush into jp and obers will be the meta until the jpIV gets hit with the nerf bat, or just jpIV and Ostwind spam. Also the wait time for building any flackHQ units would be stupidly long. If you wanted to build a pIV, you would have to wait for: 1.) the building to finish 2.) the upgrade to finish 3) the p4 to finish. Even if I'm wron on my above points,, this still doesn't solve how okw is forced to tech to Flack HQ, or that the panther and JP4 still compete for the same roll. It's like if the stug and panther were both t4 for ost. The JP I've should be moved back to the medic truck and the amount of resources you have to put into each truck should be reduced. Hell if people really want to avoid the old tech system that much, trucks should be made a call-in with a cool long cool down for a much lower price. In: COH2 Gameplay |
Thread: OKW's Current Design Problem: The Why and How24 Feb 2017, 08:57 AM
Perhaps I wasn't clear in my post. The issue with OKW stems from when they switched the tech system from timed trucks to purchasable units while also switching the units from truck to truck. In particular the JP4 being moved from the med truck to Flack HQ and the Luchs being put into the mech truck. This screws up OKW's army synergy and makes teching linear. Although there are balance issues that OKW currently suffers from, the core of the problem is the underlying tech structure. Although you could "fix" OKW by just giving them all of the tools that other factions have (T0 MGs, Smoke Nades, Caches, etc...), that doesn't solve the underlying tech issues that OKW has and it ultimately makes them less unique and interesting to play. The Luchs/Puma problem still exists, the JP4 and Panther still compete for the same roll, teching is still linear, volks are still in an odd place, OKW is still over dependent on the T4 building, the cost of the trucks is so high that it is impractical to put them outside of the base and you are still punished a disproportionately high amount for losing particular units in your army (light vehicles/ sturmpios)! Unless the fundamental design of OKW changes (either to what it once was or to something new) many of these issues are not solvable while still keeping OKW balanced. Even if they do manage to make OKW a balanced and competitive faction, without the aforementioned design change, a significant portion of OKW's kit will still be gimped! In: COH2 Gameplay |
Thread: OKW's Current Design Problem: The Why and How24 Feb 2017, 02:24 AM
It is my personal opinion that OKW has an underlying problem with its design that stems from the decision to change the trucks from being timer based to being purchasable units in combination with shuffling the placement of various units in each of the trucks. (note this applies to 1v1s and to an extent 2v2s, 3v3s and 4v4s are not considered for this post) Pre-Rework, OKW had this tech structure: Base Truck
This non-linear tech system is what all of the units in OKW were designed to work around. Notice that none of the trucks have units with overlapping roles. This is because each tier is balanced so that you can tech from any tier to any other tier (with the exception of T3 being unable to be your first tech). Teching from T2 to T1 was just as viable as teaching from T1 to T2, or from T1 to T3, etc... Each tech combo has its own benefits and drawbacks. Unfortunately, Relic had a hard time balancing OKW and there were several abuseable units and strats, in particular the Volks Spam, Kubelwagons, and the mech truck's resource mechanic and so relic decided to rework OKW to be more enjoyable to play against while also becoming easier to balance. Post Rework they now have this structure: Base Truck
Medic Truck
Mech Truck
Flack HQ
There were several other changes as well in the initial rework
These changes effectively kill the non-linear nature of OKW's teching and create numerous obvious and subtle problems with the faction. Obvious problems:
Subtle Problems
Relic's responses to this (there are other changes, but those relate to balance, not design issues):
These changes provide additional issues
These changes have resulted in an extremely limited OKW that relies almost exclusively on Doctrinal call in units to shore up the weaknesses of the base faction. Scavenge and Spec Ops are dominant because it allows OKW to skip the expensive T4 and instead invest that manpower elsewhere (a problem all factions due to the current light vehicle meta, but hits OKW particularly hard). OKW has gone from a dynamic faction that was unique in its non-linear teching to a mess that relies on the beefy nature of its T4 units to smash its way to victory. Although OKW still has the choice of deciding if they want to go T1 or T2 first, they are punished severely for their choice regardless. Either you will play with nothing but infantry for 3/4ths of the game, or you will have no healing/indirect fire for 3/4ths of the game. The possible unit combinations that you can field is also quite limited, giving you a small reactive toolset in which you are forced to respond to what your opponent builds with little possibility for variation. Now before you type up your response calling me a nostalgic noob Axis fanboy, I'm NOT saying that old OKW was perfect. There were numerous balance problems with the faction that made it very un-enjoyable to play against. Shrek blobs were still a problem before they reworked OKW (although it wasn't encouraged by the design of the faction nearly to the same degree), there were other units that clearly needed to be adjusted for both larger games and for 1v1s alike. (anyone remember the old suppressing leig or autowipe stuka?) What I am saying is that the rework changed the nature of OKWs problem from a balancing concern to an underlying design issue, and made the faction extremely less fun to play to boot. I think that attempting to balance OKW in the manner that it has been handled post patch is merely treating the symptoms and not the cause. Unfortunately its extremely unlikely that OKW will ever get the rollback/rework that it needs, however I do feel like exposing the issue with how OKW functions will make balance discussion more productive when talking about OKW. If given the option, I would want to roll OKW back to pre-rework statues and then set out balancing the faction from there. In: COH2 Gameplay |
Thread: The Problem with CoH2’s RNG: Consistency2 Feb 2017, 08:50 AM
lol hearthstone is the very picture of a game rendered non-competitive by rng. Literally any other card game would have been a better example. In: COH2 Gameplay |
Thread: sad but true2 Feb 2017, 08:48 AM
Q U A L I T Y T H R E A D U A L I T Y T H R E A D In: Scrap Yard |
Thread: [OKW] vs [USF] Don't underestimate OKW light vehicles! 20min2 Feb 2017, 07:25 AM
OKW Vs USF game (myself as OKW) Game Description: Had a fun game playing OKW against an USF player. Started off at a disadvantage, losing both a volks squad and a mg34 early in the game. Seeing that my opponent springs for both racks and med truck, I go for a luchs to try to push him back to the base before he gets his stuart. The game gets pretty rough with my opponent controlling 90% of the map at one point, but with light vehicle play, I manage to slowly even the playing field until my opponent gets his pershing out. Both players secure several more wipes and win minor fights until the game quickly ends with a fight in the bottom of the map, with me losing a luchs but securing a couple wipes. Game includes:
Post Game thoughts: My opponent kept me bottled up for most of the game, but was unable to make use of his stuart due to my light vehicle play with the Puma and P2. Had he micro'd it better I would of been in significantly more trouble. Towards the end of the game he started to get overwhelmed by everything happening on the map and ended up dropping a couple of squads for no reason, although they would not have had an impact on the game regardless. I made several mistakes during the game which resulted in me having a much smaller army than my opponent (having dropped a kuble, volks squad and a mg34). I was quite lucky in that I was able to see him put down mines right at the start of the game, which allowed me to identify his doctrine right off the bat. Considering 90% of Pershing players go for captain and Stuart I decided to go for mech to make up for my earlier errors. Seeing that he went for weapon racks and had a med truck, I went for the luchs figuring that by the time he had his stuart out I would have enough fuel for the puma. I was able to take advantage of his poor micro and evened the killcount by the time he got his pershing out ( I also grabbed a rakketten about the time I expected him to get the pershing). I go for T4 for obers to counter the absurd amount of damage that his rifles are doing to me, but I end up not having enough mp to actually get them. I do end up dropping the luchs by playing overly aggressive and taking a poor route back to my base, however it had done more than enough damage to make up for its loss. In: Replays |
Thread: Daily thread: Disable offmap to use in base.8 Jan 2017, 07:17 AM
They already disabled off map arty in the base sector in the preview for the next patch you putz. Look at the patch notes before you make a thread whining about a problem. In: COH2 Balance |
Thread: Command Panther's Buff Tooltip Error16 Dec 2016, 07:34 AM
When the Command Panther hits vet 2, its aura increases accuracy of other tanks. However when you hover over the description of the buff on an affected unit, it notes that the aura is buffing accuracy and range, which should not occur until it hits vet4. In: COH2 Bugs |
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