soviet mortar will kill an okw flak truck given time, bofor and ostheer shouldn't be any different.
Bofors has suppressing barrage ability if it's close to FHQ or a unit hoped inside for a second. It counters mortars. Also has brace which flak truck lacks. Flak truck also costs 120 fuel and you need it to buy units. Bofors is cheap, not a prerequisite for other units, and easily replaced.
Thats assuming you don't want to attack the enemy mortar with other units (mortar pit infantry tanks etc.) |
three isgs can actually defense themselves against infantry pretty well. the long range of the ISG's auto fire is pretty potent.
even without the suppression ability, isg + flak is a pretty formidable defense. The combo would be a lot weaker if isg's auto fire range get cut down to 80 meters, but that would probably require a cost decrease as well.
He didn't include flak truck in his calculation but he included Bofors. That's why I brought this up. |
+ RTS
+ Maps (the good ones that is)
+ Unit diversity and uniqueness (especially support weapons)
+ Vet, cover suppression, penetration, criticals
+ unique abilites
+ WW2 gameplay which leads to epic battles/ flanks etc.
+ Army composition and unit management > number of units
+ AT games
+ Gameplay sounds/ visuals
+ Community
+ true sight
+ Cromwell crushing volks blobs (my favorite part of CoH2 honestly)
+ as elchino said, no macro economy to deal with --> focus on the fighting!
+ How territory works and importance of map control (fighting for ground)
- BUGSPLATS
- Unbalanced teamgames (less of an issue now)
- Small playerbase --> long wait times
- Rage quiters (not really specific to CoH2 though)
- Increasing amount of rocket artillery and emplacements
|
Are you talking about all gamemodes or just 1v1s? I think ostheer is weakest for 1v1s and maybe 2v2s. 3v3s and 4v4s depend more on teammates so it's hard to tell.
Ostheer has hardest time against Brits in 2v2 imo. |
OK.
[math]
400mp pit+100/15+280/30 bofors (18 popcap) vs 3x(no idea why you want 3 when 2 are enough, but whatever) 330mp and 200/40 as the first truck is basically free due to starting fuel and bonus menpower.
We have here 780mp and 45 fuel vs, 990mp(which again, I don't know why you insist so hard on 3 ISGs) and 200/40 med truck, but med truck is a tech building and NOT a side cost expansion, so I either need to subtract its cost completely from the comparison or add UKF T2 cost.
Lets ignore mandatory tech cost as neither med truck nor UKF T2 are optional and we'll see them every single game regardless of choices.
As shown by the supply drops, 50 fuel is worth pretty much 200 menpower so 45 will be 180mp.
This leaves us at 780/45 vs 990, which translates to 960 vs 990 mp and that 990 mp is pretty much guaranteed to hardcounter brit investment.
Now, I could recalculate everything with inclusion of tech structures AND UKF engineers(because you can't build emplacements without engies unless you go for one specific doctrine).
Either way, whether you like it or not, brits emplacements will be cleared and OKW will have considerable indirect fire force for the rest of the game. Investment in infantry force will be similar.
[/math]
Conclusion:
You've hardcountered emplacements without investing more then brit had invested in the emplacements.
The only arguable thing left is pop cap comparison, but you'll have 3 mobile light arty pieces and brit will have nothing after that.
Happy now?
Not saying emplacements are healthy or not or discussing their balance, just saying you're wrong.
3 isgs don't defend themselves against infantry and light vehicles though. Otherwise good math |
Opposite, very often emplacements cost you way more MP, especially when you are in need to repair them and random shells from mortar/leig wipes you squad or RE. It happens quite often.
Personally I have less troubles with emplacements as OST. I just pick doctrine with MHT, LeFH and wreck them hard.
What is "Opposite"? Mortar pit costs 400mp for 2x mortars. ISG costs 660 for 2, ostheer mortar costs 480 for 2. Why repair them with REs when you can brace and take no damage to begin with? Why repair with REs when you can use 50 muni ability from Royal enginners regiment and repair auto repair them? Manpower wise the mortar emplacement costs less than its counterparts, has way higher survivability, and requires zero micro. To be fair 2x Ostheer mortars have slightly higher DPS than the Mortar pit.
MHT is the best early game counter for ostheer hands down. LeFH comes too late, can be killed, locked behind lackluster commanders and still requires proper micro to time the barrages (i won't even mention counter barrage for advanced cancer regiment). Buying one also means delaying your tech as much as the brit player did to get bofors in the first place (-5 fuel) and brit gets tanks faster than Ostheer.
I play both factions competitively and I and know which is easier to play. Note that all my opinions are for 2v2+. |
I find that even top can struggle, not becasue they are bad but becasue of bad approach.
I admit that Pit on Moscow behind wodden building at south spawn can be cancerous but most of the time, especially in late game it's super easy to kill them.
Force brace, drop incendiary, dive bomb, railway, lefh, and finish with mortars/leigs + very often you will get extra RE/IS wipes.
Sure, they are almost zero micro, but on the other hand they are risky. Can;t move them, once you lose the ground, you gonna lose emplacement or weak vet.
Its only risky if you build emplacements that are isolated from your ally because then the enemy can easily swarm you 2v1. I will agree that aggressive isolated mortar pits are risky but due to their insane range that needn't be the case. Also note that mortar pits can't be decrewed so once you've purchased it there are no futures costs you'll have to pay to reinforce it. In contrast, you can decrew enemy ISGs and mortars (losing their vet) so they must pay ~125 mp to recrew.
You say only noobs will have a hard time killing emplacements? Well I say only noobs will have a hard time keeping their emplacements alive.
My favourite factions are Brits and Ostheer. Of the two the only one i can bare to play nowadays is Brits because dealing with brit emplacements as Ostheer is too hard even with a teammate. |
Emplacements are stupid design...requires zero user input yet still gets the job done.
Now with the cancer regiment, on these maps they are beyond sanity with the HP boost. Covering 2 VPs, counter-arty barrages the whole map.
I'd pay a LOT of money to see them removed.
+1
RELATIVELY (not entirely) indestructable, and zero user input needed. Thats the problem. |
It's very simple.
If I play agasint 1000+ rank, my emplacements are killing them.
If I play agasint 500+ rank, my emplacements with this new doctrine are rekting them.
But if I play agasint decet AT, let's say top 200, they have no problems wit coordination and killing one by one each emplacemtns.
So....? L2P
Well I posted a replay yesterday where the used to be rank 12 axis team lost to my friend and I (rank 320 team)on rails and metal. We we both brits and they were OKW and Ostheer. They tried many times to take out his emplacements but couldn't because i was supporting him. Even top axis teams struggle to kill emplacements. |
Its misleading to estimate numbers only. If you count mp+fuel and unit types for that mp fuel its would be clear oh teching is cheap as okw is.
Ie sov sniper mg cons cost more than same oh units
All Light vehicles, mediums same story with bigger MP/F difference. Esp mediums. Only heavies have same price.
No one can deny there is a high level of consistency in the nature of your posts. |