Emergency Defense Doctrine
Despite our best efforts, we're being pushed back further into our homeland. Mobilize all availible reserves, and when the time is right, our Strum Officer will lead the attack, pushing the enemy back.
1.) Ostruppen
2.) Infantry Entrenchment
3.) Sturm Offizer
4.) For The Fatherland! (bonus attack in friendly territory)
5.) Flammenpanzer Hetzer 38
Explaination:
As the Soviet front moved closer and closer to Berlin, Germany became more desperate in their attempts to delay the inevitable. In many cases, under equipped, inexperienced soldiers were thrown in, using outdated/commandeered equipment.
This doctrine simulates this sort of mindset while providing a good defensive doctrine for OKW.
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Advanced Airborne Supply Doctrine
Utilize superior equipment and shock tactics to overwhelm enemy positions. Our illustrious Luftwaffe will ensure our soldiers will recieve the very best equipment our Fatherland has to offer.
1.) G43 Airdrop Upgrade - Airdrop 2 G43 crates to desired location.
2.) Model 24 Stun Grenades
3.) Fallschirmjager
4.) Airdrop Rak AT and MG34
5.) Stuka Dive Bomb
Explaination: This doctrine focuses on increased ground firepower by reinforcement from the air. Volks have problems making it to the late game, and doctrinal G43's (Locking out the STG44 if equipped), will give them a better ability to fight at medium and long range as well as on the move. Obers, and Fallschims can equip G43's as well (at the cost of not upgrading to MG34's and FG-42's respectively)
Stun grenades will be availible to all infantry units except Strumpios, who vet a Stun Grenade. |
There is no strong early game for OKW vs UKF. Between MGing off the field and IS just outshooting you, you'll get pushed away unless they make some major mistakes and/or ISGs hit the field.
Panzerfusiliers are weaker than volks when stock, and the upgrade is more expensive meaning that they'll stay weaker for longer, but stronger after upgrading.
I've had some success with using SPs as an ambusher unit near likely waypaths and on a good game can force retreat an MG, buying time. Under no circumstances do you rush 100% hp behind cover IS with SPs
Rifles will get shot to pieces on approach if they rush a full hp volks behind sandbag, or in a long range shootout.
Kubel is EXTREMELY micro intensive but can be extremely annoying as well if played carefully.
Agreed on all counts. I don't use the Kubel often but when I do, I use it as an auxillary unit for Volks and paricularly strums.
But you have to micro the thing like a Sniper.
Part of me wishes they can carry one squad that can't shoot out. Then they would be even more useful and give Volks a significant mobility buff.
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Thread: Toxic22 Jul 2020, 12:27 PM
so toxicity on csgo communication is a thing
It's been a thing all the way back in 1.6 days. But it's not what makes the game terrible.
There is toxic communications in many online games. It doesn't make them terrible.
If I had the choice between eliminating cheaters/griefers/smurfs from Counter-Strike and removing toxic communication, I would gladly remove cheaters in less than a blink of an eye.
1 out of every 5 games you either get a blatant aimbot/wall cheater, or you get a guy that clearly has deranked purposefully and is carrying his team by 40 bombing and only dying 6 times.
That, as well as making Counter-Strike F2P, has killed the game. |
Thread: Toxic22 Jul 2020, 12:02 PM
yes, the "cyka blyat rush b" meme is there for no reason.
competetive csgo games consist of people trolling, griefing, leaving or straight out shout into their headsets until you mute them. this goes all the way from silver to supreme, been there done that
There were toxic players in 1.6 and Source. The community servers that were present in those games are not as strong in CS Go.
Back in those days, you found a well run community server, and if any jerk was talking a bunch of crap, the admin simply muted him or he was kicked/banned.
In CS Go competitive, if one guy is being an ass, 4 of the 5 have to agree to kick him....which rarely happens because no one wants to go 4v5, lose, and lose their rank.
I mute guys that are toxic, and report griefers/cheaters when I see them...the difference is that I'll report a cheater even if they are on my team. |
Thread: Toxic22 Jul 2020, 05:49 AM
yes, Valve approves. Was the recipe for success for Counter Strike and Dota, why shouldnt it work for CoH..
What made CS terrible was not toxic communication, it was blatantly obvious cheating coupled with skin gambling. |
Make them unlock together with AEC with longer research time, reduce their build cost and HP, and remove their brace structure capability. Increase their suppression and reduce their damage somewhat.
Mortars keep their brace.
16 pounder needs its garrison bonus back. |
Honestly in 1v1 I can still hold my own with VSL's, and even throw in Mechanized in my rotation. Mechanized is pretty good for what it is. So is Jaeger Infantry.
But my best commander is Ostruppen, despite that I hate the railway artillery strike because of its limited use as an area denial weapon only. Any competent player will hear it coming a mile away. I mainly use it for protecting their cutoff I capped to hurt them in the resource war.
I have a dream the railway strike will be replaced with a call in Flammenpanzer 38, but that would make the doctrine so ridiculously OP the change would last all of 2 seconds.
But its saying something that the most successful doctrines are about using a different mainline infantry altogether, giving mainline units an extra guy with a G43, or using ass grens and not using stock grens at all and waiting for PG's.
The only thing Grens can take on stock are Conscripts, and 7 man Conscripts or SVT Conscripts will eat a 4 man LMG 42 alive. And they both cost 240. And grens need a building built.
Listen, I know its unpopular opinion to talk about buffing grens, and that they have the best support weapons in the game (debatable, particularly with AT guns and mortars), but people are using those doctrines because stock grens suck as is. |
They are OK.
Their STG 44 gives them a brief power spike, their assault package makes them cheap ass grens.
They suffer in the late game, even with Vet 5. But hopefully, you're Vet 2 Obers with MG34's/IR STG are on the field to own ass.
Something I wish they sort of had was a stock Faust with no flame grenade, then when you upgrade them, they gain a flame nade but lose the faust.
Would give OKW a much needed snare against lights without being too OP.
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How about a sound cue a few seconds before the flares are utilized and fired, alongside the visual cue? Wouldn't that nerf them? |