I think that the OKW MG is fine where it is. It is locked behind tech anyway, just like USF/SU MG. Plus, I feel like in the current game state, OKW needs it. Here is my logic:
In CoH1, USA was designed to focus on Riflemen early with the option to get MGs from WSC later (much like how USF is designed in CoH2).
Wehrmacht in CoH1 had Volksgrenadiers which were weaker in early game combat than rifles, and thus the MG42 was made accessible to help Wehrmacht hold back the superior riflemen in the early game. That was the whole basis for fun, positional, and tactical gameplay.
Similarly in CoH2, I feel that with the introduction of Super-Penal squads, OKW needs an MG34 to help fight against them. Penals are so much better than volksgrenadiers (especially once the flamethrower comes out) that having an MG34 available early is logical for the same reason why having an MG42 early in CoH1 was logical. It allows OKW to deal with a SU core unit (Penal) without having to commit to picking a specific doctrine like Jaeger or Pfusiliers to counter a core unit.
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Post History of Nosliw
Thread: How to fix: OKW23 Nov 2016, 23:13 PM
In: COH2 Gameplay |
Thread: Beginner's Guide to Oberkommando West [in progress]18 Nov 2016, 22:23 PM
Started thinking of ideas while volunteering today since I was so bored. I recently was playing Ostheer and ranked up to position 37 (level 17). I honestly felt that Ostheer is quite strong and they are fairly easy to play, since they have access to the sniper, MG, mortar, and 222 in the early game. That, and Grenadiers, at least I feel, scale better than volks when Grens are upgraded to LMG42 and gain veterency. I decided to switch to OKW because I felt it will be more challenging and in my opinion they are. I played around 10 games in the last two days and didn't lose any of them and ranked them to level 17 too, so I hope I have some idea what I'm about to discuss. These are my thoughts about how OKW should be played: Sturmpioneers: This unit is unique in that it probably the strongest starting unit in the game, and thus compared to the OKW, SU, and USF starting engineer squads, needs to be used differently. I feel like the moment the game starts, the player needs to decide one of two things to do with the squad, depending on the map:
I either then build: Kubel, Volk, Volk, Volk OR Volk, Volk, Volk I usually only get a kubel if I rush the sturmpioneer to a specific high fuel and want to quickly capture the connecting strategic points. On smaller maps like Kholodny Ferma, Langres, or Angoville, I prefer to just get 3 volksgrenadiers. The Big Decision After 3 volks it's time to decide to go for the medic truck or the mechanized truck. My personal preference: always go MEDIC TRUCK. Reasoning: going medic truck is the safest option. It comes sooner than the mechanized truck (costs 25 fuel versus 50 fuel, so often a whole 1-2 minutes sooner), and the healing obviously heals your troops and helps to save manpower early game. I think saving manpower is important since you need more units to fight ASAP. Here are some perks of going for fast medic truck:
Reasons I do not go mechanized truck
When going for medic truck, the doctrines I like to go are:
The only doctrine I pick if I go mechanized is the scavange doctrine. When I go mechanized truck, this is how I play:
When I play medic truck:
Hope more people contribute! In: OKW Strategies |
Thread: Beginner's Guide to Oberkommando West [in progress]18 Nov 2016, 22:22 PM
omg i wrote like a 1000 word post but i got logged out somehow when i hit reply and now its all gone FUCK In: OKW Strategies |
Thread: Men Of War 216 Nov 2016, 05:06 AM
Is this post for real? Brah, if you love MoW2 so much, why are you on this forum? Shouldn't you be playing MoW2 and leaving us CoH2 fans alone? In: Other Games |
Thread: watch the chat :)15 Nov 2016, 22:50 PM
I smashed this guy a few weeks ago and he called me a gook with a micropenis too. Also said I was a homosexual. What a character. At least he's consistent! In: Replays |
Thread: Was the panzerwerfer in t3?5 Nov 2016, 03:05 AM
Personally, I think if the Pwerfer were in T3, the combination of using it to wipe out AT guns while spamming T3 tanks would be a little too potent. In: COH2 Gameplay |
Thread: Double Command Panther vs VonIvan KappaClaus20 Jul 2016, 13:32 PM
game is definitely ESL ready In: Replays |
Thread: USF didn't need a mortar.15 Jul 2016, 20:57 PM
I agree with you Cookiez, it's definitely nice to have the unit (even though it's broken at the moment), I was merely trying to comment on NEVEC who said USF needs the mortar specifically because nades and pak howi are ineffective at dealing with MGs. I don't even know why I commented. Trying to convince people anything is pointless. In: COH2 Balance |
Thread: USF didn't need a mortar.15 Jul 2016, 20:28 PM
I'm not trying to be a CoH1 elitist, I'm just saying, all these people whining that USF cannot compete with OST MG's without a mortar must simply just not be good players. PS: https://www.coh2.org/ladders/playercard/steamid/76561197985783392 In: COH2 Balance |
Thread: USF didn't need a mortar.15 Jul 2016, 14:49 PM
If Americans in CoH1 could flank an MG position without mortars, true sight, or smoke grenades, and while the Wehrmacht has access to a bike for vision, there's no excuse for not being able to flank an MG in CoH2, except for lazy, bad play. That's why when good CoH1 players like Noggano, DevM, or Aimstrong show up, CoH2 players quickly get their asses kicked. In: COH2 Balance |
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