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Post History of konfucius
Thread: UKF got beat with the nerf hammer (again).7 Jun 2018, 01:42 AM
Don't feel too different to me, to be honest they feel a lot better now without facing double mortar spam every game In: UKF Strategies |
Thread: Does 4vs4 deserve more attention from relic? (CoH3?)1 Jun 2018, 02:25 AM
What 4v4 needs: 1. No more team shared resource caches or resource caches at all, this stuff is ridiculous and inflates level of premium units, especially how defensible they are in 4v4 where flanking is less of an option. 2. Bigger maps that allow for flanking but without fuel/muni points and instead capturable FRP's, so that retreats aren't so punishing and FRP factions aren't too OP compared to non FRP factions. It would make 4v4's a lot less obnoxious. As far as balance is concern I don't think anyone who plays 4v4 really puts balance high on priority or they simply wouldnt be playing it. In: COH2 Gameplay |
Thread: Soviet 1v1 build/ vs Feuersturm31 May 2018, 07:19 AM
I'm actually a bit below your ranking but I relate to your struggles so much I used to struggle heaps with this match up but I think one day it clicked for me that without PPSH conscripts play a lot like ostruppen, that is a delaying tactic reliant on sitting in cover and supporting another weapon. That weapon I generally find is not the maxim for me, it just doesn't feel like it fills the offensive gap conscripts lack. What really helped me was blobbing a flamer CE with conscript who reinforces it with my first 60 muni. This is my "spearhead" against entrenched enemies, while my other conscripts are very defensive in cover and don't charge, this flamer has high uptime too, as when I deplete one squad of conscripts, I use another squad nearby to follow this CE. In a sense this allows my early game to mirror OKW with conscripts as the anvil like volks and engineer flamer as sturmpio hammer. Except far more cost effective and presence as engineer rarely needs to retreat with well recycled conscript merge juggling while sturmpioneers can rarely hammer multiple engagements back to back. An alternative that I haven't done yet this patch is to add in a sniper squad as an "infantry zis gun" that I use to force OKW to attack my formation with. I find generally 4 man volks or 3 man sturms are no match for my conscripts who are in a defensive position. However I find this match up while somewhat more scaleable is lacks capping power vs 4 volks openers and can be very map dependent. |
Thread: OKW starting unit change30 May 2018, 02:19 AM
Sturm aren't FREE but they are pretty strong. Swapping them out tho... I don't like it. It would really impact timings and shit if you swap them. They are already counterable by anything but combat engies as long as you don't get jumped so having them come later when there is no chance they can get the jump on anything would really kill the unit I think. Not sure what you mean by its not free. Them being counter-able is really the point here, they're devastating in theory on the right map and if you catch someone off guard, but in general they're very counter-able and it seems to me a lot of OKW nerfs and balancing is balanced around sturm opener potential's impact on OKW early game. On the other hand they quickly become obsolete and OKW mid game could use a boost. In: COH2 Balance |
Thread: OKW starting unit change30 May 2018, 01:57 AM
I feel like there's a general consensus that OKW is relatively under performing now, but its deniable that their start is absolutely obnoxious with a free 300mp unit, and in a way I suspect a lot of the nerfs have been balanced around this. I wonder if giving them another starting unit such as a kubel (possibly giving kubel utility ability) would be a good idea, and then some improvements to their mid game type units to compensate. Arguably this would greatly improve conscripts type builds for soviets in this match up as well without having to deal with sturms. It would also make the OKW less dependant on the sturms first engagement, and a mid game boost would improve OKW's match up against UKF and USF. In: COH2 Balance |
Thread: Give OKW flame nade a tech cost?29 May 2018, 04:57 AM
No it shouldn't Honestly I think the real problem is the flame nade forcing out of cover just makes sturm set ups much more dangerous. OKW should start with a free kubel and a free sturm, it would tone down their early game without drawing nerfs onto them that will affect their mid game In: COH2 Balance |
Thread: Cost effective simcity counters now mortars are nerfed?29 May 2018, 04:14 AM
Just had a game as OKW on langreskaya vs a simcity player, where he went full simcity. I won in the end and it wasn't a very "hard" game, but I had to reshuffle my army composition/suicide my units and luckily had LEFH commander equipped. Its been awhile but it feels like simcity is far harder to cost effectively counter now than before with mortar changes. Now I'm not a top tier player, but i mostly float between rank level 9-11 and beaten my fair share of simcities with the generic bomb,aggression,baserape type solutions but that's not what this is about. In this game I couldn't find an cost effective strategy against this simcity, and had to resort to LEFH in the late game (50fuel each vs 0 fuel mortar/FRP/30bofors). My double AT gun simply didn't work, raketens are pretty marginal in the first place, but also the elevation on langreskaya also made it far worse. Hell even my double jadgpanzers struggled to demolish a single bofors. Now I won despite cost LEFH investment simply because the other player was not very good, if he built maybe a fuel cache and went comets with some good micro and used simcity merely as a delaying tool this could have ended poorly for me. Granted this particular instance was pretty good for a simcity being langreskaya open/elevation for emplacement against at guns, against okw that played t2 thus delayed tanks. I really feel like bofors with emplacement doctrine is now very hard to cost effectively deal with after mortar nerfs, it is an incredibly low maintenance/risk way of stalling the game into late game or forcing enemy to overinvest into indirects. This thread isn't about IDK how to deal with simcity, I'm trying to start a discussion how to deal with simcity with minimal resource cost Below is a replay of the game for reference: https://www.coh2.org/replay/71211/okw-slow-chemotherapy-on-langreskaya-simcity In: Strategy Desk |
Thread: okw slow chemotherapy on langreskaya simcity29 May 2018, 03:53 AM
luckily i had fortifications doctrine, but this was one boring long game that I had to totally recomposition my army suiciding my units at pop cap. In: Replays |
Thread: Fixing arty fests in 4v4s28 May 2018, 03:15 AM
play less static /thread In: COH2 Balance |
Thread: Advanced Emplacements Commander28 May 2018, 00:55 AM
I thought it was meant to be offset by increased barrage frequency. Doesnt feel like a cost effective counter to simcity right now In: COH2 Balance |
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