Yeah, SU is pretty definitely the strongest in the current meta.
The thing with SU is that there is almost no need for teching, with the great synergy of their doctrines, and though conscripts aren't anything special in a straight up fight they have some great utility and and awesome reinforce rate and price. It really allows them to lay the pressure onto their opponents in the early game. It's entirely viable for an SU player to never build a single base building; they can rely on Guards, PTRS upgrades, or just plain AT grenades to fend off light armor or an early medium tank, and use the extra resources to dominate the map and deny their enemy fuel. Then by the time their starved Axis opponent finally gets some reasonable armor out it's already staring down the barrel of an IS-2 or a pair of T34/85s.
Meanwhile, I'm afraid your idea that OKW has slow teching is inaccurate; it's the OH that really get's screwed when it comes to teching. The need to first research an upgrade and then build a building really slows them down, plus the exorbitant fuel and MP costs which leaves them with a smaller army value compared to their enemies. Once again, many OH players will forsake anything above T2 and just bank for call-ins.
Meanwhile, USF has outstanding early game power just based on the fact that they have the best mainline infantry, hands down. Then you add their cheaper teching and the fact that they actually get something everytime they tech and it's very easy for USF to snowball their early game into a Sherman before their opponent can effectively fight back.
OKW isn't too bad either; their biggest issue is that Volksgrenadiers are absolutely terrible against enemy infantry, and Sturmpioneers can be very fragile and expensive. I'd say that OKW is all about rushing something to take the pressure off in the early game, whether that be a flak halftrack or a well-situated medic truck and an ISG. They also benefit greatly from their teching.
Altogether I think you'll find that the current meta is overwhelmingly dominated by call-ins. It's literally cheaper to bank for call-in armor than it is to actually tech up, and you'll find that most players don't even bother with tech these days, instead relying entirely on the same few doctrines.
You should also consider that there's a major patch coming out soon, and from what I've seen around the forums it's going to seriously shake up the meta, so this is probably a poor time to be asking about it.
Thx for your explanations. Since your statements regarding OKW/Ostheer are uncontested so far, I will include them in my initial post.
I believe opinion posts on this topic are obsolete.
..thanks to great work by Frans L.
coh2chart.com
Interesting. Assuming the numbers are correct, it clearly shows the competitive deficit of OKW in the current 1v1 meta. 2v2 US seems very weak, which makes sense due to their late game problems. But in general it seems pretty even, no crazy OP/UP faction. Surprising, for such a complex RTS-game as CoH.
I guess RNG-god creates a lot of equality after all. |
Hello!
I'd like to hear your opinions on the current state of the 1v1 meta in terms of faction strengths. Having not played for a while, with some time opening up in the near future to jump on to the battlefield, I want to get an overview about the current state of the game.
What are the strengths & weaknesses of each faction? This is supposed to be a very general overview. I start with my understanding of the current situation, but bear in mind that this is just a suggestion since I lack the fresh experience.
OSTHEER
Strength: strong medium tanks / very well rounded
Weakness: weak early game / slow teching
SOVIETS
Strength: strong heavy tanks / strong early game
Weakness: mediocre infantry scaling
USF
Strength: strong early game / best standard infantry (rifles)
Weakness: micro-heavy late game
OKW
Strength: strong late game / high value units
Weakness: weak vs infantry spam
Again, this is just related to the current 1v1 meta!
What are your observations? Feel free to share your view / correct me! I also added a poll to see which you consider the strongest faction right now.
Cheers. |
@ElSlayer - thx for the detailed post!
@MarcoRossolini - What ElSlayer made clear with his posting is that Volks loose against Rifles at all ranges. Thats "new", compared to your post, without wanting to sound ungrateful. |
Rule of thumb is
Rifle Armed Infantry
Allied Rifle Armed infantry wants to close in as soon as possible, where they can take advantage of their generally superior numbers.
Germans like to remain at a distance.
Versus SMG/Assault Rifles
Maintain distance, if you are using multiple squads, focus down one squad at a time. Do not immediately give up a close range fight, making one target a primary can mean the sheer number of rifle shots you are putting out will bring down the enemy. This can work even versus shock troops.
Grenadiers v cons
The most balanced match up in the game. Therefore, anything you can do to make the odds go in your favour is beneficial. Even firing a Rifle nade/molotov and forcing the enemy to move and lose shots at you will allow you to win.
Conscripts prefer to rush down Grens, the trick with grens is to whittle them down prior to the close in brawl. 5 cons vs 4 grens is still a possible win for the cons, if you're close enough. Equal numbers means cons are better off retreating.
Don't charge grens into cons unless you're certain they're supported by something else. Cons can get away with it. Loss of a gren model vs a full conscript squad is a loss for your grens, retreat them and fight somewhere else.
Things are roughly similar for the US rifles, but be wary with rifles as they can smoke you and grenade you more effectively, but generally smoke will be saved for your MGs.
Volks need to kept at range at all times, though their hand grenade is good and their doctrinal grenade is fearsome. Them providing covering fire whilst the sturmpios rush in and following up with a grenade or two is an effective combo.
A wild card ultra early game is Sturmpios. You'll be extremely lucky to defeat them one on one with rifles or cons. 2 rifles/con will do the trick fine unless you're surprised at close range.
Hope this helps. Your early game will define the late game. Therefore mastering the early game is key. Tactics and position is one thing. Raw knowledge and experience of everything that's worked and hasn't is another.
Marco pretty much covers it, but it's important to note that later in the game these matchups can change a bit. Axis infantry scales much better late game.
For instance, a vet 3 gren squad with an LMG is beastly and can take on almost any infantry unit, particularly when kept behind cover and at long range.
The common factor that remains the same the entire game is that Axis infantry are generally (not all of them, but most) more effective from long range and Allied infantry are generally more effective up close. This is also one thing to consider when picking map vetos for your faction, as some maps are more "close ranged" like Stalingrad or "long ranged" like Crossing in the Woods.
Thank you very much guys! Pretty much everything I wanted to know!
Cheers!
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Hey guys!
I'm looking for some info on the balance of power of standard infantry units in coh2.
For example, in vcoh, if I remember correctly, volks beat rifles at distance while rifles win the close combat. I'd be interested to get to know those kind of relations in coh2. I care less about the obvious (like shocks vs fuseliers), and more about the standard infantry play (all vanilla units). In terms of:
OKW Volks vs Cons? vs Rifles?
OH Grens vs Cons? vs Rifles?
If there's already a thread about it feel free to redirect.
cheers,
hanz
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because british food is so imbalanced that one of the best OKW players in the world is on the brink of starving to death, i guess? |
Hardly any, even facing a sov sc m3 start, most trucks make it back safe.
I agree with Abdul here. When ever do you see a truck getting destroyed in a highskilled game?
Its a rather gimmicky feature which was surely not intended to play such a big part in the early game.
And historically I do not believe the germans used their supply trucks as a frontline shock unit...
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Also if you play as Axis the wait time is so long someone will be afk by the time the game starts anyway...
...just when I read that I realized that I am afk in a game...
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in skirmish mode, you won´t be able to play in maps that are form original game, but in online you will play in all maps, regardless if it is one from WFA or from Original COH2.[...]
Thus, if a friend of mine buys a copy of WFA, I can invite him to an automatch and we can play all maps together. Which is perfect!
thx & cheers
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in skirmish mode, you won´t be able to play in maps that are form original game, but in online you will play in all maps, regardless if it is one from WFA or from Original COH2.
About factions, pretty much the same, in skirmish you only will play with and againts WFA factions but in online you can play only with WFA factions but you will face Soviets and OSther too.
sorry for my bad english. I hope this help.
Thx. Is this reliable info? Like your experience with just buying WFA?
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