Ok so let's dial back our tone a bit and try again.
However I have been playing Company of Heroes since 2006 when it first originally released and with the Panzer Elite in Opposing Front launching about an year later it was fairly obvious to everyone that there was going to be overlap between the 2 Armies since again, they're both German.
You and me both, I am also a fan of the original game. Back then, PE didn't have Tiger or KT either. So when you really want to go with the heavy tanks, either for tactical reason or personal preference, Wehr is the better choice. This sets Wehr apart as a German faction that more specialises in general purpose and heavy tanks, whereas PE has a bigger focus on light and single-purpose vehicles e.g. their short PIVs only deal with infantry, Panthers/Hetzer/Jadgpanther only do well vs tanks.
I don't mind some overlap of roster and as you said, it is unavoidable. But I am arguing from the standpoint that it also shouldn't be too extensive. OKW right now is being perceived (design-wise) as the more "elite" of the two, hence they have the most elite infantry (Obersoldaten) and strongest super heavy (King Tiger). On the other hand, they don't have Brumbar and in many occasions, they may find themselves wanting a Wehr ally who can field that unit.
Of course we can then disagree on how necessary it is to maintain the remaining difference between the OST and OKW rosters.
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It would have been a fair point to make oh I don't know, maybe a few years ago before the community development team took over.
Now we have so much of your supposed "overlap" that it doesn't really matter at this point.
Both factions are German and they will share a lot of units, that's a given.
But even if their rosters were exactly 1:1 they would still not be the same Army/faction and would still unique and diverse enough to be played very much differently.
Comparing a mostly Eastern Front focused defensive sort of faction to a late 1944 mostly offensive Western one again, even if their rosters did overlap so much is just foolish and silly.
They will never feel or play the same, or similar for a matter of fact, as much as people would like to overexaggerate it.
So now anyone voicing their concern about unit roster overlapping too much is foolish and silly? You are not aware that people can disagree with you, are you?
I can write more about why I think that way, but that would be a waste of time to engage in this conversation. Do what you want. |
Sure.
Let's just remove, hold up let me just get his list:
- Puma
- Panzer 4 Ausf. J (Should be H)
- Tiger
- Ostwind
- Panther
- 221
- 223
- LefH 18
- Pak 43
- Bunkers
From both factions and then we'll have completely unique factions with absolutely no overlap.
Now go have fun with 2 very barebone factions.
But wait while we're at it why stop here? Why not remove the Lend-Lease commanders from the Allies as well.
No M5 Halftrack, .50 cal, M3A1 Scout Car, M4C (Should be M4A2 but whatever) Sherman from the Soviets and the M10 as well as the M5 since they've already removed the mortar from the British as well.
Then we'll have completely unique factions with 100% absolutely no overlap whatsoever so we can all feel special and unique about our choices.
I'm guessing many people will be happy then when we remove content instead of adding more.
I didn't suggest to remove anything, so there's no need to be cynical about it. Exactly because there's a large amount of overlap already, having more overlap will erode the faction identity. I thought it is a perfectly fair point to make.
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I agree with Olfin, having a distinct identity for each faction is important for the health of the game, rather than making things more and more homogeneous. Players should have a reason to feel excited about and attached to their faction, and having unique super heavy units is a good way to achieve this.
Supposed we add all OST units to OKW and vice versa. Do we have now more contents? No, we just have two bloated factions that are the same.
If a game can no longer be updated with new contents, then let us just focus on balance and be happy with how it has turned out, rather than screwing around too much with faction roster/design for the sake of new flavor. |
I haven't played too much but the change I do not like is the captain gaining access to a bar upgrade. It goes against all logic since
1) the stated reason for giving the Lt a zook and no bar upgrade was that it would allow snowballing too much due to the power spike created by the bar on the early Lt (and the light vehicles). However, the Cpt comes in at the exact same time as an Lt would, so it makes no sense that the unit would get it, when the Lt does not
2) the Cpt is the only unit that gets specific veterancy bonuses with regards to the bazooka, the bar upgrade therefore goes completely against the units intended role
I am fine with the Lt change with the reasons stated in the patch notes, but it is those very reasons that would forbid the change to the captain in addition to the fact that it goes against the unit's role.
Because if you go Cpt first, your defensive tech doesn't allow you to snowball, thus it's ok for the Captain squad itself to be strong. In addition, vanilla Cpt squad is weaker than vanilla Lt squad.
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Please try and keep it on topic guys. I am genuinely curious to hear how you find the new change, particularly when it comes to early game offensive options. Would a fast weapon rack upgrade be necessary now? Is the USF early game faster or slower than before? |
Can't say I like the Bar transfer from the Lt to the Cpt and costing muni on top of it. It removes the USF ability to be all-in offensive in the infantry war, and together with it, some of the faction's unique strength and feel.
A big reason I like to play USF is that they can be in the driving seat right from the infantry phase. Back in CoH 1, it's the fast BAR with 4 Rifle squad to sweep enemy infantry off the map. In CoH 2, it's the fast Bar from tough Lt squad that (to a lesser extent) achieves this effect.
With this change however, USF can no longer do that. You basically have to go for Light Vehicle if you want to be on the offensive, just like... everyone else. If you go Captain, you have the Bar (for a muni cost) but then the rest of the tech is purely defensive which is counter-productive to this game plan.
I feel like USF has lost a part of its unique appeal and identity with this tech change.
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Many thanks for all the input. I play only 1v1 btw.
So, basically Captain first should be the way to go then? Karollus, what is your rationale for getting an early Mortar instead of a 4th Rifle? I have the impression that US mortar is weak and also not particularly effective versus the mobile OKW (at least until they put their HQ trucks forward)?
Regarding commander choices, there have been 5 recommendations thus far, namely: Armor, Pershing, Calliope, WC51 Truck and Airborne. I will give each a try to see how it goes and report back. |
Hi fellow USF players,
I am a level 12-13 USF, have been playing automatch for about 40 games, but had a large amount of playtime with US in CoH 1 (which allows me to fight Wehr somewhat effectively in CoH 2). I am looking for help on how to play against OKW as I have no game sense against this faction.
In particular, what is the best build order and game plan to adopt? What are the key units and Commanders to have? Should I expect an early lead and snowball into victory, or is it normal to play from behind and stall until a certain tech?
Some of the Build I have tried and my experience with them:
- 3 Rifles into Lt and M20: with this build it took me too long until I get reliable AT. Usually I can't deny his fuel enough to prevent a fast Luch which will push me off the map.
- 4 Rifles into Captain and Stuart: usually this build made me bleed manpower heavily in the early game against Sturms + Volks + Kubels. Stuart prevents the Luch from pushing into my territory, but I also can't do much with the Stuart.
If stalemate until lategame, a combination of his T4 building, Infantry Support Guns, MGs and cloaked Rakenten usually allowed him to lockdown the map until PIVs + KT.
Any help is greatly appreciated guys. |