Everytime I see a thread about this the change is always so extreme.
Increase the manpower cost by 50%!
Decrease the number of members by two!
Make the gun setup twice as slow!
These are such extreme changes for this unit. You readily admit that the unit is balanced in other game modes and likely it is balanced if you were better at the game. You'd ruin the weapon at different skill tiers with such monumental changes. The change should be incremental if anything.
I am I guess one of these high level players who will sometimes see Maxim Spam in team games and generally just plays around it.
I am actually working on a guide right now which has essentially been my OKW team strategy and seems to handle Maxims quite well.
I just don't think there's a huge problem here. I'd say that there's a "micro unfairness" to the Maxim insofar as it is easy to control and use and flanking it is harder. Managing multiple units to flank it is exceptionally hard and generally hard-countered by spamming them. All you need to do is change your build though! If you see two Maxim spammers then you need to get indirect fire ASAP. You don't need a big front line of Grenadiers to fight Maxims necessarily.
The Maxim is dead-end unit though. It can never improve it's utility to the army. Grenadiers, Volksgrenadiers, Conscripts and Riflemen can be upgraded and modified to change to battlefield conditions. They can throw grenades, tackle and kill armored units or specialize against infantry.
The Maxim has no flexbility. If you exploit that and exploit it's weaknesses against indirect fire and buildings you can fight it very well.
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Residence: United States
Nationality: United States
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Post History of Corp.Shephard
Thread: Maxim Spam21 Jul 2014, 08:47 AM
In: COH2 Balance |
Thread: 2v2 vs OKW pains20 Jul 2014, 20:43 PM
I'm not sure how to respond to "poo trucks" either but keep in mind that as the double US forces you can double-team any forward truck position if the two enemies separate their trucks. This makes their positions pretty vulnerable unless they coordinate. People rag on the indirect fire of the US forces but I find that the Pack Howitzer, while stupid expensive, is actually pretty good. It is sort of annoying to use but valuable in the right hands. The M8A1 is still incredible. Well. If all else fails you can just keep your fingers crossed for Mechanized Company and get the WC51 Jeep. That thing shits all over the Kubelwagon. |
Thread: 2v2 vs OKW pains20 Jul 2014, 20:37 PM
@Shep Oka and Trois are perfect for the shitty poo poo trucks. You don't need three Riflemen flank a Kubelwagon. Kubels really don't lock down the map well enough to stop you from getting tech either. My advice is to listen to the map. Listen for the Kubel. Can you hear the engine? Is it camping the fuel? Is he aggressively pushing it at your first units? It's still an MG. Avoid it early game. Almost every 2v2 map has a pretty easy to exploit cutoff point. Road to Kharkov is a great example. He's camping the fuel field? Jump over and double-team his ally or go for one of the many cut-off points and hurt his resources. There are plenty of buildings that you can garrison as well. As the US forces you have the best mobility possible really with the most robust early game unit: the Riflemen. Use buildings to zone out the Kubel + Sturmpioneer while you set up flanks, double team or cut-off resources. You only need to deny him fuel to keep up and get your tech on time even if you can't control the fuel itself. Another good example is Hurtgen Forest. There are no buildings on Hurtgen. Literally zero buildings. Let's make an assumption that the OKW is bottom right and you're top right. His Kubel drives directly to the river to camp it and make the crossing hard. It's protecting the fuel. That's fine. Scout it out with your Rear Echelon (or just listen), realize the trap, send your first two Riflemen through the forest. Threaten the munitions point. Cut him off. There's green cover everywhere and you're two Riflemen strong so it's hard for him to charge you down with other units. He has to back the Kubelwagon up and try to deal with you. Suddenly the front is open! Your third Riflemen and hopefully your Rear Echelon squad are emerging from your base. They pair up and push. If the Kubel fell back then it's suddently super vulnerable to the River attack. If it didn't fall back then you're taking the cutoff and you can flank it from behind. Rear Echelon + Rifleman can beat the Sturmpioneer if it is protecting the flank. If the Kubelwagon gets flanked it's hot garbage. It's really hard to describe this in words but I hope you see what I mean. Even on an awful map like Hurtgen you deny him the fuel and with a good flank you'll get the kill on the Kubel. If the Kubel dies then he loses his long-range advantage and his Sturmpioneers are bait to any pair of units. Be creative with your movements and use your mobility. Pair off and use flanking movements. There's even an alternative version where you don't even try to cut-off your opponent but swing to the left and cutoff your ally's opponent. If the Kubelwagon crosses the river to pressure your inner territories it's easy to flank and kill. Pull the germans apart. Don't let them have their way. Worst case scenario you cut off his resources for a minute or two and you get your LT+M20 or Captain up. Kubel's deadweight and you're suddenly ahead in manpower. |
Thread: 2v2 vs OKW pains20 Jul 2014, 17:46 PM
Hmm. I didn't want to come off as derisive there when I said "Kubelwagons are very easy". What I meant was that when I see them I basically look at that Kubelwagon as already dead. It's a dead unit. A gamble to give himself a little early game advantage that if you play around it well will not pay off at all. The moment an M20, Captain or M15 AA Halftrack comes out it is a waste of 240 manpower. It's very often dead before even then! Don't panic when you see a Kubel. It's a risk that he's taking. Disengage with it ASAP and engage it on your terms from multiple angles. |
Thread: 2v2 vs OKW pains20 Jul 2014, 17:41 PM
How is Oka River a chokepoint map...? I'm not even sure how to respond to your post constructively as I can't quite tell what problems you're having. I personally find Kubelwagons very easy to deal with even when they are backed by 1-2 Stumpioneers. Use a buddy system. Spread out in pairs. Jump into every building possible to zone out the enemy units. Envelop slowly and destroy them. If he makes one mistake with the Kubelwagon everything goes to hell for him as well. Try to pressure his position from as many angles as possible. It's really not that bad. Maps like Trios Point and Oka River Winter should be easy because buildings are plentiful. Riflemen and Rear Echelon squads in buildings are extremely dangerous to Kubelwagons and Sturmpioneers alike. Spread out and take those buildings to zone him out slowly. If you hate these maps so much though then BAN them! What are you using your bans on if not the maps you hate? 2v2 has like the highest number of map bans available. Use em'! Team games are great but I dunno how to help your desolated morale. You're describing issues too vaguely for me to really apply better advice than: use buildings/green cover and ban maps. |
Thread: OKW Infiltration Tactics Grenade Assault20 Jul 2014, 07:59 AM
30 munitions is way too much for a side that has reduced munitions income and for a power that has a long cooldown and doesn't cooldown in combat. This power already has weaknesses like it is slow to go off and it cannot be used often. The munitions cost and the payload are the only advantages it has going for it. I quite like 10 munitions for the cost of the power. I could see 15 perhaps but I would not like to see anything like 25 or 30. This is an ability that is supposed to be cheap munitions wise. Strip that away and it's just a less flexible grenade with large downsides. In: COH2 Gameplay |
Thread: War Spoils Drop Rate and Rare Commanders20 Jul 2014, 07:06 AM
Are the war spoils not available against AI? I just got through playing 20-30 games in a row against AI, in custom match's, then Automatch vs AI, and haven't gotten a single crate. Not even a bulletin. You can get them when playing against AI. For the most part all time played contributes to the item dropping. Imagine a virtual bar that represents how likely items are to drop. The more you play the more likely it becomes. The bar fills up. When an item drops the bar empties out. If you were playing a casual AI match between automatches or other matches then the bar might have emptied in those other matches and then was filling back up during an AI match. If you played 30 AI matches back to back and got nothing... well, that sounds like a bug? I've gone out to eat and just left the game running with a 1v1 of me versus an easy CPU and gotten items when I have returned. In: Lobby |
Thread: The Jackson and Micro Fairness19 Jul 2014, 17:32 PM
Usually OKW never gets far enough to get up the FlaK truck (in an actually defensive position and not just really far back). The early support weapons and mass of infantry forces them to get either a walking stuka, a FlaK HT or a medic truck with leIGs. If the Allies then apply pressure at the right timings (those units tend to be rather risky and only profitable in the long run, short term they have a huge cost and little impact) you can often cause such economic damage that they never recover. Mmm. I might have been part of one such internal 3v3 and I felt the match was exceptionally close. Had the Axis forces focused their forces on one-to-two victory points in a bid to lengthen the game I feel like they would have won in the end as they were pulling ahead as the Allies managed to grab just enough victory points to succeed. The Allies practically have to take all three victory points and hold them for a fairly significant amount of time against competent Axis. If the axis lower the amount of territory they need to control and focus on a few victory points and a safer slower strategy I would imagine they would do quite well. Perhaps that sort of overall strategy was employed by the Axis at some level (or maybe you're talking about completely separate games!) but I think the overall Axis metagame has room to grow in terms of where players are deployed onto the map. In: COH2 Gameplay |
Thread: Greyhound´s canister shot 19 Jul 2014, 13:56 PM
It's a tricky ability. I used it a fair amount in the Alpha when I had access to it. It feels like a bundled grenade fired from the cannon but this attack has an "aim" time. The attack didn't seem to automatically track the enemy unit. I've used it on moving and retreating squads in the past and it just failed to do anything/failed to fire at all. I would be in favor of a 'telegraph' to be added to the attack? Perhaps a more obvious telegraph. The Greyhound's turret will aim for a second before it fires but it's really hard to tell when it is happening. It's hard to judge the power without having my hands on it again but the Greyhound really isn't that phenominal of a unit at it's current price and CP level. A Pak40, Upgunned 222 and Puma are all easily fielded before CP3 and are all able to fight it without putting themselves at considerable risk. You don't have to engage it with infantry if you think it is too risky. In: COH2 Balance |
Thread: How to deal with this Ostheer strat?19 Jul 2014, 12:12 PM
A heavy T1 + T2 strategy by the Wehrmacht player is one of the only ways to compete. It can compete quite well! Strategies like this are one of the reasons I suggest investing in the M8A1 early rather than a Sherman as long as you are confident that you won't get rolled over by a Panzer 4. The M8A1 Howitzer Motor Carriage can dismantle Pak40s pretty reliably as long as you can find the Pak40s with your infantry. Pathfinders are extremely useful here because they give you good vision. Other commanders will have to get their hands dirty and put their men in harms way usually. If you have an advantage against an Ostheer player they will often try to bet on heavy Tier 2 play to stay in the game and then call in heavy armor or tech. The M8A1 will punish Tier 2 play pretty well. One must be careful though because Pak40s have good range so they will sometimes try to turn the tables on the M8A1! Make sure to use your M8A1's smoke screen power if you get Vet1. Get at least one M8A1 before you get a Sherman if you're seeing those Pak40s. Pathfinders are okay against Ostheer snipers as their long range accuracy is quite good but they don't have any bonus detection range. The Pathfinders also have only four men so the fight can turn against them quickly. I've little experience against snipers but I would guess the best answer is if you see a Sniper to go an extremely fast M20 Utility Car. Ostheer has no answer for a Utility Car + Armored Skirts early because Panzerfausts are often useless against US armor. The M20 can kill the sniper early or just zone it out later when more dangerous Pak40s are lurking around. I can't actually watch the replay right now so I can only respond to your general analysis. |
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