uhhh COH 1 sniper meta was pure cancer.... one could simply run a sniper blob and wipe entire armies out of existence....
Unless you use LV or mortar. |
Give infantry/mgs aoe dmg at range 0-5.
Like 30% of the dmg splashes or infantry within 5 of each other get -25% received accuracy, that way all infantry that are within rage 5 of each other will take extra dmg, so blobbing is punished at the infantry level.
Just like irl, means blobbing up makes you an easier target.
Also, it doesn't affect build orders or play styles other than punishing units for standing on top of one another.
If needed range could be increased/decreased.
I dont like any of your solutions. |
Camo? Like... Did you read my post or.....? You can camo them up and creep behind the enemy line. It's not like a pak bud. It could have 20 range and still kill a Katy if the Katy can't see it outside of 10 range.
How is an enemy getting cloaked RAKS past your lines? You dont screen with inf before you fire a barrage? RAK is detected at 20 which means all you need is a squad of engies in front of the katy to detect for it. you don't queue a reverse to base order after it fires? Because then it cant get hit by anything whilst it recharges in base. |
Snipers have been a part of this series since CoH1 and are in no way game breaking. Just learn better strategies to deal with them.
Make artillery do bonus damage to snipers, as this was the traditional way of dealing with them. |
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then how do they work? i noticed enemy troops dont fire at my raks so long as theyre in yellow or green cover and set to hold fire... i assumed they had a similar stealth ability to snipers...
You'd know if you'd every played OKW, wouldn't you?
So stop lying and go play them to learn how soviet players beat you, if you think a strat is OP, use it and see how you get countered. |
Talks cloak whenever they please as long as they are not engaged in combat. They do not require cover and can creep as they see fit you ABSOLUTELY can hunt enemy squishy targets with cloaked rakks.
If you're losing Katys to raks, you suck. Raks have 50 range, what do katys have? |
Although, it requires sight. Its not too strong if you stop the enemy getting sight on you.
Probably will get nerfed, so I'm spamming NKVD whilst its good, Commissar is the coolest inf unit in the game.
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You realize that four-man squads are 100% unviable and can accomplish absolutely nothing, right?
Also, unlike USF blobs, Ostheer blobs instantly get suppressed by MGs and instantly wiped by mortars, even on the move.
So anyone blobbing Ostheer units isn't going to get far.
The single biggest weakness Ostheer has is still there: the units lose models at a 3x higher rate than any Allied squads do.
So five men helps a little but still doesn't address the main issue: how Ostheer infantry can't stay in battle long enough to actually perform the "defensive" tactics the faction is supposed to employ.
Ost is the faction of COMBINED ARMS.
Although with new doc, you can just spam 5 man grens until your opponent gets their weapon unlocks/doctrinal inf. |
I'm not super high level at Wehr (though I also dropped 150 ranks yesterday due to messing around after the patch, and my awful internet causing a few drops) but I do have a couple tips.
In early game, you relied a lot on straight up infantry to infantry engagements. I wouldn't say 3 grens plus a storm is a good build against Brits, especially when fighting out in the open; the Brit kept his Tommies in cover and thus they'll always beat grens. T1 mortar is always super effective here. Sniper can also bleed brits super hard. You use Riflenade to win the day, which is fine, but best not to rely on them as they're expensive, reduce DPS while firing, and can be dodged.
OK, you lost map control to go help the other player, that's when he gets the Bofors up. Can't say you did anything wrong there. You upgraded your grens to 5-man, which on paper is going to help, but now he also has 5 man Tommies, so still not the ideal counter.
12 ~ 15 minutes is when he gradually gets the simcity up. But, during this time, you now had FOUR Gren squads literally stationary doing nothing for several minutes...?? You're rushing a Panther, but completely ignoring all the other tools you could have used in the meantime to take out the Bofors, e.g. Mortar, Pak, Flame HT, Storm flame nade or shrecks... they don't work one by one but in combination, if you could have got the thing to brace and take it out, you win here. (Hans has a good video on this, if you haven't seen it done before.)
15 minutes - Now he has a Mortar, a 6 pdr, and a 17 pdr on top of the bofors, the Panther can't do anything - the only tools now are heavy arty or call-ins.
20 minutes - you and your teammate are both charging in tanks one by one, and losing them (brand new shiny brumbar gets one shot off). You're using the storms for recon though which is nice though. Your teammate has TWO panzerwerfers, which he using to target individual squads of tommies instead of the simcity.
22 minutes - Grenadiers are again doing nothing. I know the mortar is going to bleed you, but at least push the mid VP. Finally you get a couple mortars out, but then you sit them around for a minute, then put them right next to each other and start firing. At least it's good that you put them behind green cover, but they're going to both get shelled at the same time by the counter-fire, which is what happens. You also have Frag Bomb call-in and the munitions to use it now, and you could get line-of-sight from the Storms... at this stage a couple of mortars alone are not going to cut it. I think you realize this as you do nothing with the mortars for a while, then set them up right on top of each other and start firing again, only to get counter-barraged again...
26 minutes - He has three forward HQs (lol). He clearly has no plans to push anywhere else on the map. You use the frag bomb, but by itself, without mortars or ground support. That means he's just going to brace and repair in 30 seconds.
28 minutes - your teammate brings 3 pwerfers in to fire at the same time, bad luck that the american player was doing a big push at the same time and interrupts it, killing one pwerfer. At least you take the mid VP.
31 minutes; rush with nothing but 2 tanks and lose them. 35 minutes; he dives your base with comets and kills 4 pwerfers. 40 minutes; your teammate builds 4 AT guns and loses them all... I'm going to stop watching at this point.
TLDR; You need combined arms, and/or coordination with your teammate. I don't mean to sound harsh above because I know you can get stressed in game against such a cheesy tactic, and you had the right ideas, but you just didn't coordinate at all. Even when facing e.g. Bofors + 6Pdr, it's easy to kill but you have to combine multiple tools. For a sim city this big, a tank or two, a Frag bomb, two mortars, two pwerfers, or a ground push, are all good tools, but sent in one by one they are just not going to cut it, rather they just provide food for his sim city.
All you had to do was just two or three of those things at the same time, and you would have had him
Thank you for such a thoughtful response.
I did actually make two mortars, but they kept getting wiped faster than I could chew through the emplacements.
My team-mate was also a random, who was not big on communication.
Also, I only lost the brummbar after firing one shot, as I didn't know he had the AT emplacement up
Again, thanks for your input, really helpful! |