Because STG Obers deal a shit-ton more damage.
Your point? The same thing do lmg obers. Without a doc and without the risk of an easy wipe.
Posts: 213
Thread: OKW - Grand Offensive - Feedback20 Apr 2019, 20:01 PM
Your point? The same thing do lmg obers. Without a doc and without the risk of an easy wipe. In: Lobby |
Thread: OKW - Grand Offensive - Feedback20 Apr 2019, 19:54 PM
But why should i even get in that range with obers? I can just chill with lmg obers. And let my volks do their job. I see not one argument why i should use stg obers instead of stg volks or pfs. In: Lobby |
Thread: OKW - Grand Offensive - Feedback20 Apr 2019, 19:44 PM
At range 30 and with heavy cover a lmg Ober squad will deal more dmg than a stg ober squad. And you discount that the mid range from lmg obers ends at 28 units, while stg44 obers are far range since 16 units. So lmg obers have a accuracy advantage between 16 and 28 (compared to <16 range). The usage of stg obers is in my opinion inefficient. They bleed more than stg volks or g43 pfs, are easier to wipe and still lose vs rangers, cav rifle or shocks in small range engagements. Obers are at their strongest point when they can fight with some meatshield and when they are not in range for medium vehicles or explosives. For what reason should i go for vet 0 stg obers when i already have some vet2/3 g43 pfs, who can win most mid range engagements? This weapon upgrade makes no sense in my opinion as long as volks get free stgs. In: Lobby |
Thread: British - Lend Lease Assault - Feedback5 Apr 2019, 18:27 PM
Im not a big fan of the mortar crew. Its already in the "TACTICAL SUPPORT" commander. Maybe we can try the M1 75mm Pack Howitzer as an airdrop or the M21 Mortar Half-track as a call-in? In: COH2 Balance |
Thread: NEW COMMANDER PREVIEW - Version 3.0 changes5 Apr 2019, 18:21 PM
In my opinion the M10 is a good addition for brits. Its better against every tank with lower armor than the panther compared to the firefly. And its moving accuracy is fantastic for chasing down tanks. In addition it has fantastic speed and great utility with the ap rounds. The cheap price allows the brit player to come back after a rough early game or the opportunity to combine it with cromwells or centaurs. Also it fits an agressive playstyle with the thompson tommies. In: Lobby |
Thread: OKW - Grand Offensive - Feedback3 Apr 2019, 11:31 AM
You are probably right about the shock value in teamgames, but forcing early tank destroyers could give axis an advantage in the inf and arty battles. This small buffs are neither there to increase the offensive power of the Tiger, nor to make the Tiger immune to tank destroyer. It still retains slower speed than most vehicles, can still be reliable penetrated by tank destroyers and still has an inferior attack range. My intention is to let the unit sustain fights easier. Faster speed to retreat to safer places, more armor to sustain support weapon fire, or turret speed for more flexibility. None of this buffs increase the shock value compared to an OKW P4, who arrives earlier. But i think the current OKW Tiger is neither viable as a call-in (compared to command panther), nor with 3 built trucks. Do you think the unit is fine now or what is your impression? In: Lobby |
Thread: OKW - Grand Offensive - Feedback3 Apr 2019, 10:41 AM
Thats right when we talk about about 1vs1 (and maybe 2vs2), but in bigger teamgames the fuel income increases, while the cp income stays the same or is even lower. Rushing t4 in these games is a better tactic than stalling for a command panther. And i think a Tiger 1 has more shock value than a command panther (due to its fighting power against infantry and support weapons). But how efficient is it to rush a Tiger? We could compare a Comet rush to a Tiger 1 in T4 rush. The Comet needs a 1310 MP and 415 fuel investment (with bolster squads ofc), while the Okw player has to invest 'only' 1240 MP and 405 fuel to get the Tiger 1 (with the current price) on the field. I think even in 2vs2 a Tiger 1 in t4 could get faster on the field than a 13CP call-in Tiger. That could be more problematic in teamgames. My suggested cost increase is with 10 Mp and 20 fuel not even that high. And should come with a little combat buff (compared to the current Ost Tiger). And i think OKW with anti-tank Pfs is more than capable to fight against light and medium vehicles. In: Lobby |
Thread: OKW - Grand Offensive - Feedback2 Apr 2019, 23:02 PM
My opinion about the 3.0 changes and the basic commander: "Panzer Commander. Due to recent feedback, we are replacing STG 44 package with Panzer Commander. -Infrared STG 44s now replaced with Panzer Commander; this ability affects the Tiger." I dont think it fits the theme. And i think this ability belongs only in the Elite Armor Doc,so the other commander is still unique. My suggestion is to give Sturmpios access to the flame thrower upgrade. And instead of the additional mp40 upgrade, sturmpios gain x% accuracy and -x% recieved accuracy with the flamer upgrade. "Tactical Movement" In my opinion Valiant Assault fits the theme better, but Tactical Movement seems ok. The effect shouldnt work on pfs with any anti tank weapon upgrade. "Panzerfusiliers -Cost from 250 to 280; reinforce cost unchanged. -G43 now takes up 1 weapon slot. -Flare cost from 45 to 35." My suggestion: -Mp Cost 300-340, reinforce cost unchanged -Start 6 men - 2 upgrades a; 3 g34s 100 mun b;3 At rifle upgrade (similar stats as brits Boys AT Rifles have) 80 mun, take up all weapon slots "Tiger -Now requires all trucks converted to be called-in; same as the King Tiger." I think the Ost Tiger is mediocre at best (as far as i remember: the tiger 1 was rarely used in the last 2vs2 tournament, while the is2 saw plenty usage) and its greatest strength is, that it is a call-in unit and enables tech skipping. Building all 3 trucks is a heavy investment. And even then it has to compete with the non doc KT. My suggestion: 1. Replace tiger with Kingtiger, buff the unit and let it be buildable from schwerer hq (maybe increase cost minimaze its shock value) or 2. -Tiger 1 is buildable in the schwerer hq and its cost is rebalanced to 650 Mp and 250 fuel to minimaze its shock value. -Buff one or two things from these attributes: Speed, Armor (~350, maybe as vet 3/4/5), penetration (250-280, similar to armor), turret rotation speed. - i couldnt test the vet 4 or 5 ability against human players, but on paper it seems worthless in 1vs1 and 2vs2 (why yould you debuff your most valueable unit for munition to buff some random volks or pumas?) and i dislike aoe command unit buffs -> replace it with some cool abilities (weak tank commander, smoke shell like churchill) or some combat buffs like range or damage. In: Lobby |
Thread: New Commander Submission - WEHRMACHT11 Jan 2019, 22:15 PM
Offizier Doctrine Theme: With this doctrine you get access to command units and some utility abilities. This can give you the edge in an even fight. 1. Oberleutnant (1CP) Models and weapons are identical to sturm offizier from Breakthrough Doctrine - 340 Mp, 30 mp per model reinforce - Sentback after the death of the offizier is removed - All Abilities Reworked: a; Force Retreat: The Oberleutnant sparks fear in the heart of his enemies ~ no cost ~ 1:30 min cooldown ~ target: one enemy squad -> forces one enemy unit to retreat b; Fight to the death: The Oberleutnant forces his units to stay until the end ~ no cost ~ target: one allied squad ~ +20 % accuracy; -15% recieved accuracy; cant retreat until the end of the duration ~ duration: 10 secs; 1 min cd c; Focus fire: The Oberleutnant orders his men to focus fire the enemy ~ target: one enemy unit ~ no cost ~ +20% recieved accuracy; +25% accuracy; 20% slow ~ 6 sec duration; 1 min cd - Bonus Aura is removed - Vet 1: passive heal for himself Vet 2: -15 % recieved accuracy; +20% accuracy Vet 3: -10% recieved accuracy, -25% ability cd 2. Reconnaissance Overflight (4CP) - Identical to Reconnaissance Overflight from Jaeger Armor Doctrine 3. Obersoldaten with Infrared StG 44 Package (5CP) - Calls in an Obersoldaten Squad with Infrared StG for 440 Mp, 30 Mp reinforce - The weapon is identical to Infrared StG 44 Package from Special Operations - Vet 1-3 stays the same 4. Fragmentation Bomb (10CP) - Identical to Fragmentation Bomb from Spearhead Doctrine 5. Elefant Tank Destroyer (14CP) - Identical Elefant from Fortified Armor Doctrine Theme: Ostheer calls in some elite units from the eastern and the western front. The Oberleutnant gets sent by the OKW to secure the victory. He sparks fear into the hearts of his enemies and boosts the morale of his troops. To help him succeed he gets scouting airplanes and devasting artillery from the Luftwaffe. At the end he gets support from the mighty Elefant Tank Destroyer. Additional Context: The Sturm offizier from Okw is at maximum mediocre atm. The sentback hurts him and a passivve aura is a bad game mechanic and forces blobbing. So this rework is similar to the NKVD commissar. This could affect the Breakthrough offizier too. Obersoldaten offer Wehrmacht an elite infantry unit, similar to the Knight's Cross Holders from coh1. The arty is not that good, but works with recon and makes the doctrine more balanced. In: Lobby |
Thread: New Commander Submission - OKW11 Jan 2019, 18:27 PM
Eastern Army Support Theme: The desperate OKW has to use the old, but still effective weapons and tanks from the eastern front, in order to stop the allied offensive. 1. Field Defenses (3CP) - Identical to Field Defenses from Fortifications Doctrine 2. Eastern Supply Drop (4CP) - Similar to Supply Drop from Osttruppen Doctrine (Wehrmacht) - Instead of Mg34 you get Mg42 - New vet: Vet 1-3: Identical to Wehrmacht mg42 Vet 4: -50% setup time Vet 5: Ambush Camouflage (Identical to Ambush Training from Storm Doctrine) - Pak 40 Vet 1-3 identical to Ostheer Pak 40 Vet 4: Ambush Camouflage (identical to Anti-Tank Gun Ambush Tactics from Tank Hunter Doctrine (Soviets) Vet 5: Dmg from 160 to 200. 3. Obersoldaten with Infrared StG 44 Package (5CP) - Calls in an Obersoldaten Squad with Infrared StG for 440 Mp - The weapon is identical to Infrared StG 44 Package from Special Operations 4. Stuka Close Air Support (12CP) - Identical to Stuka Close Air Support from Lightning War Doctrine 5. Tiger I. (13CP) - Similar to Tiger I. from Lightning War Doctrine - Vet 1-3: Identical to Wehrmacht Tiger I. - Vet 4: Dmg from 160 to 200. - Vet 5: Tiger I. gets Spearhead Ability (identical to Spearhead Ability from King Tiger) Idea: Okw gains access to a good anti-tank gun. The mg42 is now a good alternative to the mg34. The Stuka Air support is a good areal deny tool. The Tiger I. empowers a t1 into t2 build. All in all this commander makes okw more flexible and more fun to play. The call-in Obersoldaten are faster on the field and you dont need munition to upgrade. The unit has a high manpower cost and a high cp requirement though, to balance it. It enables a t1->t2 build without the lack of late game infantry too. Additional Context German weapons and tanks like the pak 40 and Tiger I. were used on the eastern and the western front. So it makes sense that the okw has access to them. In: Lobby |
10 | |||||
6 | |||||
3 | |||||
3 |