Hi guys,
I agree with Protos Angelus that discussing a kubel flanking and losing to a maxim crew is something of low value, since there will be a CE or conscript nearby to pressure the kubel, if we want to compare same pop density which is more appropriate (ie a suppressed volks+ flanking kubel vs maxim+cons). Personally I find the kubel more of a burden as the game progresses, as you will always be one infantry squad behind. Of course it has it's use as early support/pressure.
I also think OKW is weak to mg openers on laney maps, where an mg and a couple infantry squads behind sandbags can shut down most flanking attempts. Compared to let's say USF which has heavy infantry presence (esp with free officer) and very fast access to smoke, OKW is much slower to access anti garrison. I believe the proposed tech changes will solve each and every early game problem of OKW, as a much more accessible BGHQ will make a fast combined arms strat possible. Similar to how the USF tech tree helped the faction a lot against lockdowns. |
Welcome to the wonderful world of bugsplatting. I am not quite sure why this happens, but probably has to do with COH2 having memory issues (not perfectly optimized). The best thing you can do is quit and restart the game after 2-3 matches. I hope this helps! |
Since urban assault is already getting hit hard by RE rifle grenade nerf (Sanders' balance proposal), and tac support has the mediocre strafing run, I would squeeze is riflemen field defenses in both doctrines to protect Calliope from risky flanks with mines and make it 2 shot and always getting penetrated at max range. |
Some units that imo also warrantee a thought:
-50 cal being very efficient with setup, packup and suppression. I remember there was a comment for a 1sec delay, but dropped on this version.
-Zis being very efficient. Very decent at and barrage make its field presence very efficient for what you pay for. I know that sov lineup is a but weaker than ost, but with guards and shocks in almost every commander they are very hard to deal with. I thought making it 5 man or decrewable at 2 men would justify the current performance.
- There was a talk about Stug3G vet rework. Remove twp with accuracy. Or move part of vet3 reload to vet2.
- Make BAR less likely to drop on rangers to see some diversity over thompson. |
Hi guys,
With T34 ram (or snare/mine) and AT overwatch being a very strong combo against axis vehicles, I was wondering if you can stuka smoke the tank to obscure vision for the arty to not ramp up. Is this something smoke bombs can do? Or being in the AT overwatch circle is enough for the arty to ramp up? Thanks! |
Every building has a main door on the front that units will always spawn out of. Problem is many buildings, which side is the "front" isn't obvious and many look the same on each side. Depending on how the mapper has placed the building, the front may not be the side facing the battlefield either. On the upside, most residential and commercial buildings have an obvious front door so it's easier to tell with them. Thanks mate! Some buildings have as many as 4 doors and it’s quite confusing. Probably worth memorizing some. |
Hi guys,
Is it possible to know from which door of an ambient building an infiltration unit (commandos, stormtroopers etc) will spawn? Does it work like garrisoned units where they exit from the side of the building you click? |
Never played USF I see.
None says usf has easy time dealing with sniper, but at least they have a fast M20 (non-doc) and t0 mortar to obscure sniper's range. USF also has a fast free infantry squad (officer) that's big pressure on a sniper build.
Dealing with mgs as USF is quite easy, USF has so much access to smoke that makes every djinn entrance look like opening a coke |
On offtopic I disagree with that
OKW is not agressive but rather evasive, they are all about ambushing with STpios and delaying the opponent, because in a 1v1 matchup volks can effectively fight only Conscripts.
OST is defensive
USF is offensive
Soviets can chose, but closer to offensive anyway
UKF is something in between
Well depending on their build, when they throw sniper after they got enouth mainline inf its hard, but by that time you can get somesort of the counters. Like JLI for excample.
If they build snipers in early game, then I find its easy in 3v3 to just suicide rush it with kubel when opportunity allows. Because even if kubel dies, you still will win in a MP bleed anyway.
Well playing aggressively doesn't mean the faction is aggressive. You have to go for hard map control, pick/make good cover early on, flank, 2v1 whenever possible (even less so after volks mp nerf). I am not saying OKW excels at it, but can somewhat pick good trades with flame nade, sandbags and sturmpio ambushes. Doesn't mean volks are good at attacking head on. But you can't camp either because you don't have early support weapons.
Yeah kubel dive definitely is a good call, but needs good assessment and wounding the sniper a bit otherwise it's very likely a lost kubel (penals will shred it, even without ptrs and brit will most likely have RE closeby for the snare).
JLI I find it rng, and really depends if u catch the sniper inside or outside yellow cover, and if u can get a good positioning to fire 2-3 volleys on the retreat path. That's why I advocate for a better camo to pick a good positioning.
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Kubel and flak are probably the only micro intensive units in OKW. Kubel more so because, early on it's great for harassment and bleed, later on you really do need to micro it to be outside of snare range (snares on kubel are certain death).
While OKW is not micro intensive, it's decision intensive. That's what makes it difficult to play in smaller team modes. Although, the seldom times I actually watch top 2v2 games to see what top players play... even more seldom are times when OKW is rekt early on. Top OKW players seem to stand their ground vs early USF/brit plays. I don't know if that's because they are "SO much BETTER than their enemies" (highly doubt it), or because the balance is... you know.... in a good spot right now. Nothing stands out too much, some units are underwhelming and some really return a good reward, but nothing game breaking. OKW doesn't need sniper, neither does USF.
I would argue that OKW is micro intensive since you have to play very aggressively early on due to lack of support weapons (amen to the long overdue tech changes). Volks and sturmpios need to close in due to lack of lmgs. Decision making is not that hard cause of the very concrete tech tree (commander choice completely shifts that of course).
Mainline to mainline balance is very good. However okw (and usf of course) struggle against good sniper play. That might not be the case in lower game modes where that translates to map presence and harassment, but in higher game modes where your teammates cover for you and harassment is minimal (And maps dont favor flank that much), this is quite oppressive. I have been matching against top 20 players in 3v3 and it’s exponentially hard to deal with sniper, especially when lights and mgs/indirect rolls in. |