I actually found that StuGs are very useful against ISUs. Get it to vet 1, and use target weak point on it (with support around of course). The immobile ISU is now a sitting duck. It's a bit hard to pull off and a supporting ZiS makes it costly, but ISU users are often a bit reckless, use it to your advantage. You're better off with StuG + P4s than with only P4s. |
Bit of an armor or received accuracy buff ahould help them. For a 320 MP assault squad, they are too fragile. Their damage and cost seems right. If Shocks can stay competitive in the current meta, I see no reason for PGrens not to be with a buff.
Then again, it's also a symptom of LMGs being very powerful at the moment, so LMG42 grens seem to vastly outperform PGrens in most situations, and most of the elite infantry PGrens face save Shocks have a tendency to use LMGs (Guards, Rifles, Paras) so they still lose.
Maybe they could also gain an ability that helps them assault enemy positions. Smoke is overused, how about an activated suppression resistance or mini-sprint? |
This has been the case since vCOH. Higher rank often equates to more abusive and less creative strategies to get there. COH does not reward you for playing "fair", you either fight fire with fire or you'll lose more often.
I don't think any RTS, hell any competitive game for that matter, rewards you for playing fair. If it works, you use it, no matter what. Some players have more or less scruples than others, but not a lot of people who want to be number 1 will choose to use more creative but potentially weaker strategies consistently. They will have the odd game where they do something wacky, but usually they play to win. That's probably as true in Starcraft as it is in CoH.
I mean, to use a recent SC2 example, loads of people hate the Swarm Host unit with a passion. Doesn't stop top Zerg players from using it if they want to, from what I saw. |
To be fair, this mostly worked because their opponent's didn't properly counter it I found. They basically ignored the flanks, allowing the US to accumulate fuel and VPs, while REs would have been very easy to drive off if they weren't blobbed. Since they have no smoke MG42s would have have stopped them fast. Also 2 elefants when your main problem is infantry? Eh.
Still a very fun game to watch! |
Veterancy is something i never take into account when balancing units. units need to perform at vet 0 and currently volks are a bit up for cost and need a slight buff. also the veterancy of the volks is not that great compared to the other okw units. If volks scale insanely i really would like your opinion on the vet that panzer fusiliers or obers get.
people are currently freaking out even when i have not suggested what kind of i want for the volks.
but volks only need a minor buff of 10-13 % dps increase over all ranges to make them balanced.
Well it's there, like it or not, and it is a way to balance things. OKW have generally more expensive units (vehicles mostly) which is offset by having 5 veterancy levels. P4 I'm pretty sure is balanced around its amazing vet 2 bonus. Many units that are simply OK at vet 0 become great at vet 1 (StuG being a big example, there are others) because of a specific bonus or ability.
Also, attacking anyone's playercard without publishing your own is highly hypocritical. |
FHQ against OKW doesn't seem like a good idea. As a rule, you want to contain the OKW player and deny him fuel so that he can't bring his awesome late game to bear. With FHQ doctrine, not only do you have no elite infantry or call-ins of your own, forcing you to make do with conscripts and T-34s all game long, but you usually concentrate around the building, giving a savvy OKW player free reign to get his fuel. Especially since you delay your own teching by, what, is it 50 fuel now? That's a major investment.
Plus, even without the Stuka you can use the ISG and MG34 to great effect against a FHQ. Worst comes to worst, T3 is only 40 fuel away and comes with enough AT that you won't really have to worry about T-34s anyway. |
Didn't you make a post about how you were leaving? I guess I was right and that was just an attention-grabbing stunt.
Also, acting like a poor victim of censorship and conspiracy, then calling top players who are all high ranked with Axis biased would be hilarious if it wasn't sad. |
stop being a failfish and try putting words in my mouth. also you fail because its widely acknowledged that ami's and soviets have the stronger starting position.
Citation needed.
All the good players I saw speak well of OKW's early game in general, with some reservations towards Maxims and Snipers which will probably get a look at. One thing's for sure, if conscripts are beating you in early game as OKW, you need to rethink your tactics quite heavily, as your entire early game might as well be designed to stomp them in the ground given it can face the much stronger rifles and come out on top. |
once again you fail because somehow your argument is based on the fact that scripts and volks somehow come equipped with vet. early game is just as important as late game engagements. also if you look on the vet tables scripts have superior vet all the way to vet 3.
Superior vet? As in, the tripwire flares? The molotov throw range perhaps? Their vet 3 bonus is good, but at this point they're just playing catch-up with their vet 1 and 2 being awful. And Volks stil have 2 amazing veterancy levels to go, which they often reach thanks to being cheap and packing shrecks.
Where is your Sturmpio squad early game if you're having trouble with conscripts anyway? Where's your Kubel? If you go Luft, you can also get the amazing MG34 which along with Sturmpios or grenades shuts down conscripts hard thanks to being hard to flank.
I mean, cripes, I'm no expert, and I consistently win early engagements vs Soviets as OKW using these 4 units. Only M3 openings give me trouble, and that leaves the Soviet player wide open to a variety of vehicle rushes if you can keep it at bay (read: raketen). OKW has a good early game, you need to keep your units together sure, but considering how powerful their late-game is they need some weakness. |
In the early game, my Volks are being supported by Sturmpios (which rip conscripts a new one) and/or Kubels. I don't let them wander off on their own unless they're in pairs or vet 2, mostly out of fear of Maxims or conspam. Once the volks gain veterancy, which they usually do at the 10 minute mark or so, conscripts are basically a non-issue unless they're superbly microed or have PPShs.
Conscript vet 1 and 2 sucks compared to volks vet 1 and 2, their vet 3 is decent but 1) conscripts rarely reach that point and 2) even if they do, by this time I have elite infantry that walks over them anyway. Plus, Volks at vet 5 shit all over scripts at vet 3, and their purpose at that point is to carry shrecks around anyway. I leave the AI heavy lifting to my Obers/Falls/fusiliers, who are only too happy to oblige. Of course that doesn't mean volks can't deal decent DPS thanks to that juicy 60% increased accuracy vet, or throw the odd grenade.
You're not going to convince anyone that Volks aren't good. They are. Good players have come and said it several times. If you can't make them work, it's your problem. |