Every faction has super tanks. Kinda biased to say just limit them for OKW don't ya think?
Good point. I think it wouldn't be a bad idea to limit all heavies to one and one only. I can't think of any exceptions, even Pershing should probably have that too. I feel like a dick when I call one in while staring at the first one blowing up lol. |
One of the biggest problems with loiters (besides Stuka at loiter) is the fact that they don't work against okw since they get hardcountered by a tech building and base defenses lol. Everyone else had to build their AA or at the bare minimum buy the upgrade on their tanks if available. |
Honest question:
What's with the fkn hate against OKW/OST of late?
Every second post is OP this and Nerf that...
There are reasons why those tools are most often used: everything else in the arsenal is partly functional or broken.
OP, if your enemy has time to send in a second Jagh, you have lost the match already.
Therefore, control most of the fuel, and you will deny them that.
Because allies got nerfed with almost no reciprocation.
@ OP I think it would be good to implement this. Nothing worse than killing a kt or very rarely a JT then watching another one coming in literally right after the first explodes. They are the toughest, hardest hitting tanks in their classes so it should be punishing to lose one. Even though they are not exactly spammable, we all have those team games where they go over an hour and everyone (especially okw because of heavies) has a shit ton of fuel, especially with caches everywhere. |
It used to be nondoctrinal.
Yeah but then okw players cried about P4 being doctrinal so they got that instead (better design anyway IMO). |
No turret, can't reload on the move, and less HP. That's the "asymmetrical balance" at work, right?
If you want the AVRE and Sturm to perform the same in damage then adjust the Sturm's cost or make it non doctrinal.
It's used so seldom I don't even know why this is an issue.
Less hp sure but have fun trying to fight it with allies tanks apart from SU-85 and Jackson. Who cares about reloading on the move though? Just reverse out of combat and faust any tanks stupid enough to dive.
AVRE is doctrinal, and is in a pretty lackluster doctrine just like the ST.
Because it's cheesy as fuck. It's even cheesy when the AI uses it. |
DJT's speechwriter. Well done, Sir.
I'm against the TD changes. There's gotta be some realism left. A JT should absolutely out range and out gun all vehicles. It's use is limited to open and narrow maps anyway.
Can someone explain why a command panther shouldn't buff teammates? I kinda thought that was most of the benefit in team games...
Realism is a shoddy argument in a WW2 axis vs. allies asymmetrical game. Because then usf should have literally like a 4:1 ratio of rifles to grens and complete air superiority. Also Russia liberating French countrysides and usf fighting in Stalingrad is a bit odd. How does on counte a JT controlled by a person with more brain capacity than a monkey in teamgames? Allies don't have any viable equivalents or even close contenders and the counterplay to a massive combined arms assault is literally right clicking behind the JT. It's also got great armor and health combined with insane range which makes the speed of allied tanks irrelevant. As allies you literally just have to play around it and hope it doesn't do too much damage. That's just stupid. Shocks are limited to urban maps, can they take 1% damage from all sources? Why not if JT is balanced due to no viability on like 3 team game maps. |
Ah of course, it's easy to forget these days that the Soviets originally completely relied on commanders for their more specialised infantry that were essential to the entire faction. Which is sadly why it seems they struggle to stay relevant/balanced these days... Because they're trying to make base Soviets a regular jack-of-all, in addition to those call ins?
That's true. I was gonna say that ost is like that, but soviets were supposed to rely on elite call-in infantry supported by shitty cheap conscripts. RIP that idea. Mostly cuz WFA and brits. |
Sort of off topic, but doesn't Brit have Engineers with SMGs that can clear out buildings from close range adequately? Sure it's not flamer, but you can still run up and have high DPS...
Also +1 Italy. It's a natural fit, and as has been said the existing factions already show a large twist of historical accuracy so Italy would be fine for a broad range of units.
Have fun using stens against an mg42...
Also, if they run up to point blank range, garrisoned units still benefit from all their cover bonuses, while the REs don't get any due to the "point blank" or "10m" rule where non-garrison cover is denied at under 10m. That's the reason why vet0 infantry sections can often easily beat vet0 sturmpios at point blank range if the infantry section is in a garrison with enough windows. |
Well guys, the discussion is hot and let me add something to it. My guess is that most people are wrong saying "nerf %unit name%, it's op". The problem is not within the units but within the meta. All factions require complete rebalance.
First of all game should move away from early/mid/late-game-factions concept. This is cancer, that is killing the game, because you can always say "well, %faction name% is strong in late game, lo lets nerf early game units". Nope. It's a bad way way of balancing thing. Every fraction should be viable at any phase of the game.
Still, all factions shouldn't play the same. If US is good at infantry, maybe there should be more types of infantry units with their specific roles? Maybe if Ostheer is good at tanks, there should be an emphasis on vehicles in every phase of game?
The idea is to make factions have their strong and weak sides without a link to early/mid/late game. This unique factional feature should pass through the whole game.
I do understand, that my idea is something, that lays far from reality, but maybe instead of breaking some units from patch to patch there should be some other way to make CoH 2 better
Everything above is my humble point of view, and it is open for critique.
+1
But... will probably never happen in coh2. Coh3 maybe? |
Double mortar always beats pits unless you clump them up. Then double mortar whatever else they've got or even use a pak on it. |