waiting for sturmtiger suppression nerf
Doesnt correlate to well bruv, 1 Rocket, 1 tank |
I cannot stand the agonizing experience of the B4 any more. I stopped playing the game seriously a while ago due to "high Elo" gameplay just being Metaspams and tactical blobs but now I cant even go into a 4v4 without some Russian guy building 3 B4's and stalemating the front instantly. The suppression radius is insane, and if you want to crawl through it I will 100% guarantee the next one lands on your head. Its range veteran bonus means nowhere is safe, I had sturms repairing a KT in MY BASE get NUKED. Maybe it would not be so bad if it didn't lock everyone in place, I don't play COH2 to play red light green light with a B4. At least if didn't cover direct strikes or your random teammates happened to pick non-direct strike commanders you could play around rocket arty and heavy arty by remaining mobile and dodging through the barrages, since the B4 essentially renders you immobile the only solution is to die, that's it you just die. BOOM dead.
TLDR: Remove the suppression. WE as a community don't want it
(agree with me)
possible fixes: No suppression (EZ) |
The Weapons Team plays one of the important systems of the game. However, they too lost their role.
I think the result is Ostheer. Ostheer originally had a lot of strength in the weapons team, and slightly weakpoint of baseline infantry. However, once all these advantages are lost, the issue of Baseline Infantry is beginning to arise. Ostheer now becomes a faction that fights with a baseline infantry enhanced with questionable doctrine abilities.
I find this to be true of Ost, at first they had the team weapons to support their infantry as they made a tight battle line. (resembling Eastern front Germany) Now it seems that the Ost is now played as a baiting monstrosity, to suppress the enemy and destroy them with a counter attack when the enemy is tied on their support teams. This is seen with the recent meta being Gren G43 kill teams that aggressively push under MG fire to destroy the enemy, making them frustrating to duel against as the attack must destroy the MG while simultaneously fending off the countering Ost units.
However I am assuming these tweaks to Ost infantry play sprang up from their previous weakness in 1v1, where their infantry needed to space away from the safety of team weapons to capture key points and without their support they were at too great a disadvantage. It used to be that Ost could turtle up and gradually expand its reach on the field while being weaker at infantry skirmishes. Now it can do both with mainline buffs and commander choices.
Now that I think about it the Ostheer is slowly becoming a USF clone with better team weapons and tanks |
Hi fellas, I have terrible thoughts and I hope you heed them.
Wehrmacht/Ostheer/Degenerates
1. Move Grens from T1 to T0 and MG42 from T0 to T1
This would encourage people to use Grens more and would have them wait just a little bit before getting a unit that shuts down all infantry play at min 1, this would also make them have to use some braincells when contemplating HMG spam.
2. Brumbar "The Suppa Stuppa" armor
At vet 2, the already tanky tank becomes tankier, requiring planet killing weapons to even dent its hull armor. Now I am not aware of how its stats compare with other tanks but it I've seen the thing bounce 7 AT rounds from a ZIS and SU-85's in a 2v2 (Maybe I just have terrible luck but every time I fight it it never dies.)
3. Tank timing.
Ost spends 145 fuel and tanks are now available, making their tech tree one of the fastest and now that T4 is basically free they can get the stronger tanks (like panthers) when the allies roll out mediums.
USF: 175 Fuel for tanks (Not including weapon racks+healing)
SU: 195 Fuel for tanks (not including Conscript grenades)
OKW: 190 Fuel for tanks
UKF 145 fuel for tanks (not including side techs or Tommy upgrades)
UKF is the same cost, but we all know that if the UKF player doesnt Bolster or get AEC he loses the match.
OKW
The OKW is not too bad right now, the main issue is the same as the USF's which is no infantry AT choices that are viable on base, making Puma a solid build for OKW players to counter. My issue with them is that they seem to have unlimited Manpower to churn out endless streams of cheap and effective squads, or a combat group of elite seal clubbing Obers which ill pin to the non-intensive tier structure.
SOV
not bad, they are supposed to be durable and they live up to that quite well. While they have strong units they are reflected well by their cost.
USF
1. Teching down to LT or CPT in a serious match will put you at a terrible manpower deficit as you now have to manage the officer squad with the team weapon you teched down to get. A solution to this would be once the major is unlocked in his building there will be a Unlock X command post upgrade, as a way to get the remaining building up without summoning the officer squad alongside.
-Due to the encouragement of having at least 4-5 Rilfe-like squads on the field your army can very quickly become a logistical nightmare when you wish to expand it with Elites or team weapons. While the riflemen can hold their own once you dump over 20 federal stockpiles of muni on them, I feel that once the Axis elites take hold and gain veterancy the rifles get more and more obsolete. (but thats why I assume people say USF is best in mid game)
2. Pak Howitzer
My thought on the Pak howitzer is that it fills a void in the USF's lineup. Since the rifles lost smokes a while back and Wehr players can get MG's faster the Pak howitzer becomes almost a necessity when dealing with a player with defensive posture (as the rifles cannot perform their job when suppressed) I feel that if the Pak howitzer is nerfed then the USF would be Handicapped when dealing with defensive players in a team setting. Also, I feel that its damage is reflected in its high cost of 340MP, it is easy bait for rocket arty, and requires campers to use 2 braincells and reposition their team weapons.
UKF
1. Due to their rigid tech structure, the UKF are very predictable and generally stick to the same tempo every game, with only slight deviations based off of Commander choice.
UKF build order: Tommy - Tommy - Tommy - (Vickers/UC) > RE - Sniper (usually for countersnipe) - AEC > Cromwell. This makes their game play quite monotonous, I don't really know how this can be changed without destroying the faction, but more baseline opportunities to expand UKF play would be great (except emplacements, screw those things.)
In general I find that when you slip up as allies you have less time to re-stabilize yourself then the axis, whose more impressive tank lineup can quickly suffocate the allies if they gain the lead. This can be countered by the Allies having generally good LV's but if that fails they will be further behind the Axis to tanks by a significant margin. (essentially Axis have more snowballing potential.)
These are just my thoughts, feel free to boo me off the forums |
well gamers I found my own solution, AE's are great. the flamer they get and their close range prowess means any rushing Pgrens through the smoke get blasted, giving time for the burning/nading/demo or if they reposition I can just yeet another smoke and keep pushing (if the AE's survived) then the CPT and 1x rifle get bars and act as ranged overwatch with the RE being the designated Bazooka team with AT gun support.
yeah and all the clowns saying "LeArN tO pLaY" when I was just asking for STRATS TO HELP MY SITUATION
your advice sucks cheeks, Armor Company all day every day todos dias |
Please do not continue with this, there is no need to nerf a faction that is not even one of the best today, especially when you play with USF, in my opinion one of the most stable factions now. You have a problem in early, if you can not counter it with any strategy or technique, just wait for late, in late MGs are no longer a problem, also OST has a useless t4 right now, just do blobs and 2 or 3 TD as everyone and it will be less difficult to win.
>MG
>just "blob"
>just wait for late, hopefully the tanks they get first wont kill you
You guys suck at giving any useful advice, next time ill just punch a wall until an actually useful solution comes to mind
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Which in contrast to the ~660 iirc mp and ~200mu "cheap" double pgren with shreks....
your bias is showing.
M1 Bazooka Muni cost: 100 for x2 at half efficiency of Pshrek
PShrek muni cost: 100 for x2 for best handheld Anti tank in the game
YoUrE bIaS iS sHoWiNg |
Pgren blobs? These don’t exist past rank 300s.
Captain into Pack Howitzer? Recon Support for IR paths with artillery and pack drop? Rifle company for RE flamer? Rangers with Thompsons and work the flanks?
Even 2 Pgrens with shreks can cripple a tank and insta kill an LV, and rear flamers? Rifle Company? what a joke. and you cant really work flanks when the enemy has multi layer bunker/MG campfest with overlapping fields of fire. Not to mention pak howies and recon support are VERY expensive with a 540 manpower drop.With 140 muni arty ability. |
I can handle Wher players in 1v1 and 2v2 settings, but whenever I want to play the team game settings with friends it becomes a stale cancerfest so is the only option in 4v4 is to lay down and die as USF? |
I love how everyone here forgot about the PanzerGren blobs that can pop the cheap panzershreks and instakill my LV's and mediums. Not to mention the BS Incendiary rounds for the MG42 spam |