That means he has to much time at his hands. but your own idiotic standard you are not allowed to discuss balance because only elite player are apparently allowed to do so. use the zooka's or not your choice but im done talking about it.
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Lol, too much time on your hands. You could play ten thousand games in 1v1 and still be rock bottom if you suck.
The point is not that you can't discuss balance. The point is that, if you pull the ''l2p'' or ''adapt'' card while doing so, you'd better have a decent record to back your words up. Since you don't even show your playercard, it comes across as a teenager trying to explain to Tiger Woods how to play golf, and thus is impossible to take seriously.
And for the last time, zookas suck. They cost fuel to unlock and have horrible accuracy, especially against the smallest target size in the game. |
in short your not willing to adept. the counters to the m3/dodge early game has always been the shrek. perhaps you should do the same.
Are you really going ''l2p'' on a guy that's top 10 in every single faction, while not displaying your own playercard?
I mean, I knew you were biased, but jeez, at least pretend not to be or something. |
You were blobbing and you ran face first into a tank with large AOE, you deserved everything you got.
Quoted for accuracy and great justice. If I rounded 4 blobbed rifles into a KT it would probably wipe two squads then and there. IS-2 is not a squadwipe machine, it's slightly worse than the Tiger vs infantry which makes it fine. |
And anyway Maxims are borderline unusable thanks to the retreat bug. One flank by Sturms can now easily take it out if they decide to arbitrarily stop retreating.
I think the biggest problem is how forgiving the Kubel is. Thanks to its 190 HPs, 10 target size (smallest in the game IIRC), and highest acceleration/speed in the game, it's nigh impossible to kill apart with hard counters (M20/Stuart for US, AT gun or T-70/T-34 for Soviets). M3s are basically a coin flip, and dodge is doctrinal, 1 CP and almost always loses anyway. This is crap game design that doesn't belong in CoH2. And hell, I had an AT gun fire at it thrice and miss every time, it has like 40% chance to hit it which is nuts. And it doesn't even kill it in one shot!
I say: lower HP to 160, lower both speed and acceleration, and maybe add 0.5-1 sec to its setup time before it can suppress to you can react to its arrival. Increase armor when it's setup a little to compensate. |
My experience in 2v2 with OKW is a strong opening, then a weak midgame followed by a strong late game. The lack of mediums really hurts the mid-game.
Puma and elite infantry makes up for it I find.
But yes, I suppose no medium tanks is a bit of a weakness. Not a very big one in the current call-in centric meta, however. |
To be fair, I did use it to extremely good effect. Once. In a 4v4, that was to the very last bullet, and I had zero infantry, and my opponent had a long pioneer squad left alive at the front. We were both down to about 10VP's, but I had an IS-2 left with a pittance of health.
Secure mode stopped decap (or was it force them off and capped a neutral? It was a long time ago, I forget), after all.
As a vet ability it's still an utter joke though.
Well that fits the ''incredibly desperate'' part, no ?
I mean, it doesn't even fit thematically. Capturing territory with a big stonking heavy tank? What next, give the King Tiger a cloak? Or give grenades to AT gun crws. |
I can get secure mode on T-70s and T-34s. It's got an harrassment potential against an enemy with little mobile AT.
But if the best use you have for your 640 mp 230 fu ultra slow heavy tank is to have it do the job of an engie squad, well, either it's your first game, you are trolling or you are incredibly desperate. I suppose Tigers getting the almigthy Blitz is part of the balance between the two units, but I'd rather nerf the IS-2 a bit and give it a viable veteran ability. |
OKW's biggest strenghts is that, well, it lacks weaknesses.
Soviets have to choose what units they can build, both via tech and doctrine, making them able to access half of their roster at best in an average game. They also suffer from piss poor core infantry and lackluster end-game if they don't have call-ins. These weaknesses are plugged by overpowered units (snipers, ISU, M3, Maxim and IS-2 to a lesser extent) but they're stil lextremely dependant on cheese.
US has a very micro-intensive late game and lacks variety early game, and while their basic infantry scales well they have to sink tons of ressources into them.
Ostheer needs to play defensively early game, has to sink a lot of fuel into teching costs to get good vehicles, has so-so doctrines overall, and kinda lacks an offensive punch unless they get Tigers.
OkW, however? What real weakness do they have? Their early game is crazy powerful thanks to Sturms and Kubels. They have access to strong vehicles right off their first tech building, which comes free in fuel. Their AT is basically second to none, what with early AT guns, shreck on basic infantry, Puma, Jagdpanzer, and Panther, without going into silliness like the Jagdtiger. They have a huge roster of really powerful elite infantry, including the best non-doctrinal infantry unit in the game. Their doctrines are all good save Fortifications. Their late game is of course amazing, and they have the only non-doctrinal superheavy in the game as well as the crazy bonuses of vet 5 on all their units, making even Volks real powerhouse late game.
Sure, in theory the 66% fuel thing slows them down, but fuel conversion is a thing, and their teching costs are the lowest in the game to reflect that disadvantage, and IMO the superior performance of most of their vehicles more than compensates for it anyway. Not to mention their elite infantry can allow them to hold the map enough to mitigate the effect of that.
That's not to say they are invincible of course. But in order to win against OKW player(s) with similar competence, US has to end the game early, and Soviets have to cheese. When I play as OKW, I always feel like my opponents have to outplay me or cheese, because I kinda win by default thanks to all my amazing units. |
Yeah, there was a time where he has the Ace and a P4 in good shape while the IS-2 was almost dead and had no AT gun support. An attack and it was gg right there. You're not winning any war of attrition with an Ace draining your economy and double snipers chipping at your manpower further.
Also I think the IS-2 is due for a small armor nerf. Especially seeing the P4 deflect like 3-4 times on its rear was painful. |
Oh the irony.
Have you looked at my player card lately?
I used the kubelwagen before. It was silly then- unless you're on a map with a building, it was just as 'I win' as before, but people kept being dumb and letting them get flanked.
Now that people seem to have collectively used their brain and cottoned onto proper kubel use, it's only going to keep getting used properly. Starting with SturmPios + Super fast suppression platform = instant choke point = massive early advantage. Which, unless you're terrible or goof up, means a win.
Now some building heavy/very small and clustered maps are exempt, but the general point remains.
There is NO good way to have a suppression platform that mobile, un-suppressable and incapable of bleeding MP.
If the kubel was just recon, utility and light damage, it would be fine. The Mg34 could be in the T0/1 building and everything would be dandy.
Relic goofed. This is never going to be a unit that can work but still not be OP. The very function it has been designed for is early game breaking.
Yeah, I think the most baffling of all is how the unit was terribly designed from the get go.
I mean, after the Maxim and how much of a nightmare it is to balance, you'd figure Relic would have understood that an MG that is too mobile brings about lots of issues. The one thing that balances MGs is that they're static and vulnerable to flanking. This concept was damaged by the Maxim's fast setup time, but it still remained true.
When you pet an MG on a vehicle, however, unless you also make it unable to properly reverse/have a teardown time, you pretty much cancel out that key weakness. A vehicle, unless it's as lumbering as a KT, is much less vulnerable to any kind of flanks than a static MG. It doesn't bleed MP, isn't vulnerable to traditional anti-MG tools like mortars and snipers, and can reposition far more easily than a normal MG. When said vehicle also happens to be the fastest in the damn game, you've pretty much made sure no amounts of flanking will ever take this bad boy out unless the OKW player is comatose. And since it's an MG, attacking from the front won't work either. So until you get AT, what the hell are you supposed to do outside of cheese or situational strategies? To beat a 240 mp no fuel unit coming out of T1? Come the fuck on.
And I agree with Katitof: OKW is now the strongest faction in the game, or at least feels like it. The only thing that reined it in a bit was its so-so early game, but between tougher Sturms, reliable Volks and the Konigskubel even that is gone now. For its price, the Kubel was perfectly fine pre-buff, if not already pretty powerful. I baffles me that Relic thought a mobile MG needed so big a buff. |