volks shreck hit every single time (supposed old men and children filling in the gaps of the german army)
Learn to micro, S key for "stop" is what you need.
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Wrong, and was being wrong more than 10 thousands times. Volksgrenadier had no difference from Grenadier. It was only named by this for building morale, encouraging the german people joining the Wehrmacht protecting their country through nationalism.
Remove damn shreks from volks and balance problem solved
As simple as that, its a no brainer really
Why dafug Volks cannot have screck? It is only singled and ultra expensive. What is the logic behind "no brainers"?
Airbornes upgrading RR "no brainers"? Sapper getting PIATS "no brainers"? Rangers getting thompsons "no brainers"? PG getting G43 "no brainers"?
Volks is designed like this, squishy as fucked without vet, hard as stonewall after vet, I think they are perfectly suited for light anti-tank squad purpose. The problem is just COH2 screcks being too accurate in long range.
But comparing to super durable Airborne with their laser guided RR (periodically failed when targeting light armour), I think COH2 Volks has NOTHING wrong in 1v1 and 2v2.
Blame big teamgame balance if you find it is wrong, well, of course everything is wrong with 20 Volks zombining around the map anyway. The sheer amount of DPS is beyond balance.
OKW is even a more specialised faction then PE, scarce of resource making combined arms almost impossible, because they are so specialised, their real combined arms under co-op teamgame making them the most powerful team because they can virtually hard counter everything. 4 OKW in team game as a team are always equal to "I win" if they co-op really well. But if they nerf it (in obvious Relic style), OKW can no longer be playable in 1v1.
Unless there are different DPS config in different game mode, it is stupid to balance for big team game because the sheer amount of DPS must be ridiculous. If you play 4v4, either L2P, L2Adapt, or just deal with it. I doubt Relic will ever making different DPS in different game mode.
Makes sense. German armor could only be stopped through indirect methods as mentioned. That doesnt exist in CoH2 because it would be super annoying for someone to deal with. I think before WFA release, OKW functioned in a manner that required a lot of work to keep up in the game? But that mechanic was removed and the advantages remained. :/
USF is very strong in 1v1 and 2v2, but they get weaker within team games where the enemy can hole up and amass armor (in which many people like playing big team games :/ ). USF was not designed for big team games where it most likely loses to common heavy armor...
I blame design once again, and it seems to me that USF was made without Ostheer in mind as well...
I dont see how any of it could be fixed as i expected better from a company that has many years of experience in the matter and had already designed 6 factions prior...
Just like the Brits in COH1 was designed without Wehr in mind.
- Faust for Volks, Obers with option to upgrade double Schreck or LMG
- From my exp, OKW is floating with MP
- It's risk only while building but after it's denying cut-off mechanizm which is gardening OP
- Panzer III in HQ, King Tiger in Elite Armor.
All problmes solved
Oh God, not that again.
Ostheer PG sucks at carrying screcks because of their ridiculous high reinforcement cost but squishy, now someone suggesting a 50 reinforcing cost units carrying screcks that having VERY HIGH RISK getting one shot wiped by Sherman HE, T34/85, Scotts and Gayhound
I didn't even mention the ISU.
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OKW is floating MP because they are starving fuel making them unable to get enough armour, NOT because they MP income is higher than the other faction. It is not COH1 Wehr, which have super low upkeep, thus higher MP income than the other faction, but it is balanced by purchasing vet mechanism.
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You mean the Flak truck? Is it really that hard getting a mortar / Pack howie / ATG shooting at it?
Let me tell you the damn risk, once a mortar constantly barrage on it, Sturmpio CANNOT repair it or risk getting squad wipe, but if you don't repair it, 80 fuel and the tech will be LOST, which 90% means a GG.
MG42: Popcorn Spreader
Greyhound: Stuart in M8 skin
M20: Greyhound losing its main gun
Stuart: USF ATHT
Panther: F1 Formula
Puma: Tank assassin
LeFH, Priest: Useless arty
Sturmtiger: Nuke
Panzerwerfer: Feuerwerksbatterie, perfectly safe and harmless
M3A1: Clown car
Maxim: Noob gun
The lesson here appears to be that the best way to get a bug fixed is to abuse it on stream until the entire forums explode in frothing rage over it.
MVRelic
It's always the case in gaming history, or even our society, some may said it is bullshit, but it is how things actually work.
I really appreciate Price doing that in this manner.
Why Relic didn't bother doing anything,
Possibly reason 1,
They don't know, but some said it exist since Alpha so it is not valid
Possibly reason 2,
No one abusing it, so don't fix what is not broken
If no one is breaking the game, who knows it is broken
=> Relic: Who fucking cares
Only solution forcing Dev fixing it, making it everyone knows
=> "Fine" exploit become "Broken"
For the victims of the exploit before, the only solution is NOT playing axis for a while, is it so hard?
The meta forcing you blob to survive, which is fundamentally flawed. sigh
The clown cars forcing you to blob, sticking together or get risked being wiped one squad by another squad.
Ostheer LMG Grens, blob2win, not blobing would lose.
USF Rifles are the same, playing with COH1 Rifles style is NOT rewarding, they are NOT as fast as the old Rifles, and the smoke mechanics forcing them to blob in the smoke to breakthrough suppression instead of flanking, meh.
OKW, well, ofc screckblobing with Obers, unreliable shit AT gun and overpriced JPIV.
Then they introduce anti-blob weapon, but the anti-blob weapon actually skilllessly instant wipe out the singled squad, forcing you to blob at the anti-blob weapon to overcome the anti-blob weapon. Dis logic, sigh.