I think Grenadiers are fine.
The issue is mainly the Brits. The "Bolster Squad Package" which is like a weapon upgrade for everyone, is cost effective, comes early. Maybe they should halt it for more later. Change something because Brits usually do have the upper hand.
OR
Give indivdual upgrades for a to Bolster Squad similarly to the Wehrmacht "German Infantry Doctrine". This will fix issues especially what OKW suffers from since they get easily outmatched in the beginning.
(Depends heavily on map also, if it is urban, lots of buildings, Brits dominate).
...
Here is how I also see it
Bolster Squad costs ammo (60 ammo or less), limited to 1 Bren (45 ammo) only
Without Bolster upgrade, can get 2 Brens.
It will increase diversity, either going for more durability or more firepower. Diversity is important. I think this is what needs changing. No buffs required personally for Grens, just nerf the UKF Tommies specifically. Something needs amends |
@blvckdream
I agree with the points you have agreed on. Keep Obers the way they are. Others needs changing
The real issue is most of the others. The Vet speed is too slow because the requirements are high, also due to the fact how they perform overall which makes it all the more difficult.
Why is Kubel the only vehicle in game made useless in after a short amount of time? There is no really no other vehicle that seems that way. It needs to serve more purpose. It is available but seems more or less derelict at times.
Buff its AI performance and remove cap. I really do not care about capping, since in most maps, it is crammed, it is not like you can flank every time.
Kubel, make it similar in terms of Universal Carrier. Currently, is it is usually a bad investment that can already decide the game, depending heavily on which maps your are on. Other vehicles do not have to be considered as much except Kubel.
Give it maybe twice the firepower it currently has. It is bad as it is being quite vulnerable, therefore it would be fair enough for it to do some more damage.
Before it could damage Universal Carriers Health nearly by half, now it does only 1/6 or 1/5. Hardly the way it was before, worse now. It is evident.
Give buff and increase price to 240-250 (around there). Give also some upgrades if possible. Universal Carrier in comparison serves better overall. Remove ability to Cap
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Volks now. They are bad by default, terrible. Always lose to Tommies by default, usually able to kill 1-2 Tommies. Grens are better in some ways. If vehicles get buff, nerf volks. Or give them something else, as it is, it is problematic.
The following vehicles needing buff
Kubel
&
Luchs
those two since they perform overall worse than others in their tier and for their price in comparison.
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Decrease the Vet requirements. The only units that I see are fine, in terms of gaining vet perfectly throughout my game experiences are
Volks
Obers
PanzerIV
Panther
These are the units, whose vet requirements are perfect as it is, since it does not take forever as the others. That really needs changing.
Others have incredibly a harder time, some never even high than vet 3, takes drastically more time because of some units lacking its performance to gain to that certain level
OKW as it stands, a faction that needs more development, and thinking through. Currently, there is just many issues. It would rather stick onto Wehrmacht since I personally think they are better overall, although does need slight adjustments but not as much as OKW. |
No, you don't.
OKW has very strong late game, especially now with terminator JLI scaling.
Overall OKW infantry presence is very strong across all game stages and its well established OKW infantry is very cost efficient. OKW doesn't struggle in either, taking the ground and holding it.
OKW armor also doesn't suffer from being weak.
You do not need at any point in the game to have that schwerer outside of base sector.
You simply want to, because it makes it easier to hold it. And if you do place it outside, you're increasing reward and the risk, the further you put it up, the bigger these two get.
Why almost no one builds caches at competitive level then if they are so mandatory?
Only newbies take the risks without expecting their decision to be countered.
Also, Jesulin apparently is a newbie according to you as he is extremely cautious players who methodically just dominates you over time(in case you don't know him, he used to be one of the very top players, less active now then in the past). There is nothing wrong with cautious, careful play, not every player has to play balls deep.
I don't believe it needs nerf, but lets not pretend you need it placed forward please.
I did not say there is anything wrong in being cautious but most of the time, you have to make decisions in order to gain the upper no matter the risk. That is what I said. I did not claim that a player cautious such as Jesulin is a "newbie". False accusations. Nobody really builds caches at a competitive level but what do they do is build HQ AA forward, not too far away though.
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That's why you go mech truck so you can get sweet clutch comebacks using the puma
That is true, but Puma is ok an AT vehicle. I use it but it is tough and a risk set back. Too bad, there is not many proper options when you lose that base. |
Thread: Bofors28 Mar 2019, 13:21 PM
There is no way to "balance" Bofors because the unit itself is terribly designed and doesn´t fit into COH2 gameplay.
And what I hate the most about Bofors is that it´s an AA gun that doesn´t do anything to planes but is deadly to ground units. It makes no sense at all.
It might be a decent idea to make the Bofors an effective AA gun, reduce pop cap and keep the price but remove brace. That way it can´t be used as a frontline unit while still being able to have an actual role (counter loiters and recon) and keeping enemy infantry from harrasing ressource points. Sim City would be even less effective without brace Bofors so less players would go for this retarded strategy.
I find it wierd the bofors. I mean if take T4 OKW HQ AA base for instance. You have to activate AA mode in order to counter planes. Maybe that should be a thing for Bofors.
I think Bofors has the deadliest firepower againts infantry, even possible to combat medium tanks. You do put yourself in a disadvantage, but in maps where its limited, it is the ideal choice. Bofors is really strong. It is like seldom or rare that it ever gets countered.
I like AEC better, it is great. Counters OKW Luchs and Puma possibly. Great ideal choice.
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It is a heavy risk compared to one Bofors only. The fuel is precious, "despite understanding where it comes from".
So as an OKW player, you have to put base forward at some point because it the only way they will be able to hold ground later games in order to win them.
They have no caches to build, huge disadvantage, that is why they have to have it forward.
Only newbies do not take the risks but sometimes the risks are too high that it is sometimes best to keep in safer distances, that is the point.
If anybody thinks of nerfing it, then give OKW the option to build caches then. Just because this HQ AA idea was a means in order for it to secure grounds for precious resources which they can not build. |
@thedarkarmadillo
I just wish the unit is more viable in more situations. Yes, it is good early game, but only during that time. Other vehicles, such as of those I have mentioned, can potentially last even longer and serve more purpose.
I used Kubel in several games, Yes, I had wins with it but sometimes it seems like BS when it does 3 bursts but does not get a kill. It is a support unit, understandable. I would not mind if they increased the price with some amends. It relies heavily on other units finishing the job. Might also explain why its vet gains are so crap.
The SU does come later and costs overall as you have mentioned 350 manpower and 25fuel.
How about Universal Carrier, it just as early as kubel. It cant cap but it focuses more on AI which is great. Has armour that is stronger for just 50 manpower difference. In that difference, it quite a huge proportion.
Vet Issue
The question here is, HOW often do you see vet 3 Universal Carrier and the Kubel vet 3. Personally, I never really get vet 3 Kubel or higher because it is impossible. The vet is another issue that I mentioned. Vet 5 means BS if it has poor shared veterancy when I always used it nearby other units as support.
Comparison
Universal Carrier serves better more overall for a more reasonable, cost effective price since it performs very well overall, in addition to having 2 optional upgrades. It stands out more, it is like the Kubel back in day that many say, suppress on the move, it can do, costs munition the ability with the need of the MG upgrade.
What I think would be a nice addition
Kubel maybe should at least have access to an upgrade (like Obers MG meaning better performance, should cost 60 ammo) to make it more attractive rather than a volatile unit early mid game, can supress also but costs munitions to do so. It takes a lot of damage from side arms in comparison, does less damage, has less armour for ridicule manpower difference, it is only 50 manpower. I would not mind 260 manpower cost for Kubel or something for just slight better performance really.
It is not that Kubel is totally better in one area compared to Uni Carrier. Just saying, is it really worth in comparison?
What I did mean about SU scout car with Penals on top circling around a unit. It is a exploitation that was initally used against me in one of the games me as OKW vs SU player, which I now use to my own advantage. Basically, you intense micro making a circular motion around an enemy which forces it to move on one or side or the other. Since SU scout car is so manoeuvrable, it can keep the unit going in a circle motion while your penals on top just spray shots point blank effortlessly. The enemy has no control over the unit, if you successfully pull this move, retreat button wont work at all.
It was quite frustrating for me as an OKW player, but I see it is great way of spoiling the game within 5 min since OKW has no AT other than Rak. None picks rak unless they want to put themselves in a disadvantage in terms of early AI. FUN though as SU player.
Thanks for the response though but I just would like it at least for it to take less damage than it does since it is heavily reliant on being close range to excel compared to Universal Carrier that can just keep its distance instead with better armour. I like the Kubel but not as much as I like to. Maybe instead have it like Uni Carrier, long range excel. How about that for a change at least?
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Would be great if OKW last base could get that too right? |
It is usually the base that gets destroyed in game. Always a disadvantage for OKW. Maybe have Brace Structure or Volley fire (kind of barrage like bofors).
Seriously dies more often, really depends heavily on where you place it and who you are up against.
Maybe nerf it overall, its damage and performance. Instead do the following:
> Kind of buff, When destroyed, it should cost less to replace, so none has to suffer a total loss of 130 fuel and 300 manpower. Should cost less after it being destroyed. Maybe 1/5 of its inital price as compensation would be great. For only this base is exceptional. |
Maybe by default, 5 man or 6 man (upgrade size option 30 ammo). More for Longer range option. Would be nice. |