Profile of TheMachine
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Broadcast: https://www.twitch.tv/GeneralsGentlemen
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Timezone: Australia/Perth
Broadcast: https://www.twitch.tv/GeneralsGentlemen
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Twitter: www.twitter.com/ggthemachine
Youtube: www.generalsgentlemen.com
Timezone: Australia/Perth
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Post History of TheMachine
Thread: Elite Mod 3.023 Sep 2014, 17:11 PM
I tried casting those replays you sent me but it must be an old version because they bugged out and didn't work. In: COH Central |
Thread: Generals Gentlemen Shoutcasts!23 Sep 2014, 15:53 PM
Today PanzerGrenadierAngreifen as the OKW will face off against WMD.Spanky as the US Forces on Langreskaya. In: COH2 Shoutcasts |
Thread: TheMachine(Wehr) vs ABC(Sovs)23 Sep 2014, 15:21 PM
Nice game on Minsk. In: Replays |
Thread: OKW has too much Ammo23 Sep 2014, 11:43 AM
OKW sure need a lot of tweaking, but lowering the munitions income is just silly and makes the faction really boring to play. The old OKW in the beta was too crippling and punishing which made them tedious to play. I agree OKW float too much munitions in the mid - late game, but there's much better ways to fix it such as increasing the infiltration tactics cost up from 10 for a start, making Obers/Falls/Jaegers need a munitions upgrade for weapons or even some more creative approaches such as making it so every time the Stuka fires it drains up 10 munitions. On the other hand, Soviets always float excess of munitions because unless you are going heavy Guard play there's just not enough things to spend munitions on. I also really like the idea of Shocks costing less manpower to be called in initially but needing a munitions upgrade for PPSH's. In: COH2 Balance |
Thread: Thoughts on OKW Artillery Flares22 Sep 2014, 15:01 PM
It's great but you never really see it because of how many other meaningful munitions choices there are for OKW and that doctrine. I think increasing the cost would just make it even more rare and unused, I think leaving it at 60 but nerfing the amount of vision granted would be a better move. In: COH2 Balance |
Thread: Is OKW the strongest faction currently?22 Sep 2014, 13:24 PM
Yes! 100%. Well said. Dealing with OKW is never about actually engaging cost effectively and winning engagements because of the insane DPS and how forward HQ/heal means being forced off the map isn't very punishing. It generally just comes down to how many squads can you wipe on retreat by catching a lone squad with your blob or by chasing it down half way across the map with a light vehicle which you can do easily because of lack of fausts and 4 man squads. Even then, Volks can't 1v1 a light vehicle in the open because of pushing. But then the longer the game draws out, there stops being potential for chasing down squads lone squads or getting caught by a blob. If you've wiped 2+ squads by the time tanks hit the field you're still in the game, if not you will probably eventually just lose unless the OKW makes a mistake. In: COH2 Balance |
Thread: Is OKW the strongest faction currently?22 Sep 2014, 12:01 PM
You think having the option of risk/reward building placement is a weakness? Losing your buildings isn't a faction problem. You don't actually have to put your buildings forward if you don't want to. You will suffer form it but if well placed building snipes shouldn't really be a problem given how essentially all maps, especially 1v1 have no shortage of incredibly safe forward base spots that are protected by heavy shot blockers leaving very little potential for sniping. The only maps I can think of that don't have "free" forward base location behind hedges or garrisons is Langres North and maybe Road to Kharkov North?
This is one of those places where we will disagree. I personally think Volks Shreks are the best and most accessible infantry-based AT in the game. You always have Volks, so you don't have to invest in a squad to get them, the Shreks rake up so much veterency for the squad if they get vehicle hits and the incredible strength of the Grenade gives them the anti infantry power to keep them very relevant in infantry battles. As for Raketen Werfers they absolutely suffer from the lower range but there's so many 1v1 maps that have really key garrisons that prevent so much light vehicle play. Then you've also got schu mines, which people don't use for no reason. Even then, I agree mid game T-34 and Sherman play can be really punishing but when else are the OKW supposed to be punished if not early game or late game? Shermans can scale decently as a meat shield for Jacksons but you rarely see T-34's come out given how worthless they come once that Puma or Panther roles out. Then it's wasted fuel that needed to be an IS-2/ISU or T-34/85's.
Again I just gotta disagree here. Yes I absolutely think they could when you look at the overall faction and not just cherry pick certain situations which involved the King Tiger getting caught of position and mis-played. Nothing for Soviets actually penetrates consistently enough and without getting 3 shotted. Maybe you should watch more replays, because the only thing for Soviet that works is 2 IS-2's, ISU (which is broken) or Balls deep point black T-34'85's, of which you need 4. As for Americans... all you've got is balls deep Easy 8's of which you again need like 4, or Jacksons if you're playing on Langreskaya where Jacksons actually are able to work intended because of how open the map is. Anything other than Langres for 1v1 really is just a case of win on VP's or hope the King Tiger gets caught out of position unsupported. If you disagree in saying late game OKW isn't completely broken against USF at the very least, then you're disagreeing with >95% of the community here. Perhaps watch some more replays/streams.
Again you're complaining about the option to build awesome mines which you don't often see because of how many other meaningful munitions choices there are for OKW with all the great upgrades and the potency and accessibility of the grenades. All it takes is one Schu mine to catch a tank and completely change. Meanwhile when USF doesn't get any at all (Apart from m20 which hardly counts) and Soviet spams mines all the time everywhere because of the lack of other meaningful munitions choices with anything other than Guard play. You probably wouldn't see Schu mines built much by Wehr if they could because of all the other options.
You don't need a medium tank when you have the best infantry in the game. What do you want the medium tank for? You have Obersoldaten for anti infantry, even then there's the Panzer2 which is a monster. Then there's Volks Shreks, Raketens, Pumas and schu mines for AT. It's not like Medium tanks would be a counter to light vehicles because of how much later they arrive. I doubt you would see medium tanks anyway because of the fuel handicap, you'd be better off just waiting for the Panther or King Tiger as normal. How often do you see the Ostwind? In: COH2 Balance |
Thread: Is OKW the strongest faction currently?22 Sep 2014, 11:01 AM
OKW have the best infantry and the best tanks. The fuel cost for tanks and the income handicap is negated because of the lower cost of the teching and how strong at stalling they are. Volks Shreks, Raketenwerfers, Pumas and Schu mines are strong, cheap AT that all scale so well and are hard to kill buying all the time in the world for a heavy tank. Whilst Panzerfusileers and Obersoldaten are the best infantry in the game, with the fastest repairs, with Soviet mine equivalents, with forward bases. The late game is incredibly strong due to the King Tiger being an I win right click button in 1v1. Even with all the AT in the world, it can be incredibly hard to kill and basically entirely depends on the OKW making a mistake and getting caught out of position. The real strength of the King Tiger is the amount of AT investment required to kill it, leaving the Allies open to losing to Shreks/Raketenwerfers and Obers. Even then, SU-85's and Jacksons are so flimsy and easy to lose with absolutely no margin for error and are incredibly map dependant, despite having such dreadful penetration. The only options is to win before late game, reling on the doctrine specific call-ins, or hoping that the German makes a huge mis-play and gets the heavy tanks caught out of position undefended. OKW was designed with a huge economy handy cap in place to compensate. Except now there's literally no munitions handi cap, the fuel handicap isn't a problem due to low teching costs, no fuel upgrades for infantry, scavenge and the power of non-fuel based AT granting great stalling. The long reinforce times are negated by having a forward base that drastically decreases retreat time. There's so many strengths and with only a few weaknesses that are entirely complimented by Wehrmacht in team games. Could someone please tell me what the weaknesses of OKW actually still are? Because so far all I can really see is Soviet Snipers and ISU still being broken and the lack of Panzerfausts which only really matters for the first 10 minutes. What else is there? In: COH2 Balance |
Thread: Generals Gentlemen Shoutcasts!15 Sep 2014, 17:26 PM
Today we're back on Company of Heroes 1 for a 2v2 game. This game was ridiculous how absolutely to the wire it was. In: COH2 Shoutcasts |
Thread: Is 5 ranks of vet for only one faction fair?15 Sep 2014, 15:45 PM
Veterency 5 along with all the other strengths of OKW such as the King Tiger/Stuka being on the base faction, forward deploayable bases etc, was a means of balancing OKW in exchange for having a rediculously crippling economy. Except then they reworked OKW during the Alpha and they no longer have a crippling economy at all. Originally economy was about 33% of the other factions, now Munitions is 100% and as Cruzz pointed out Fuel is about 70% the income when you compare the teching Costs. Except then there's also Salvage to get fuel, and really the fuel handicap itself is neglected by how incredibly cost effective the OKW vehicles are. Pumas, Panzer 2's, Stukas, King Tigers etc. I agree that Vet5 for vehicles would be fine for the vehicles to compensate for high costs, but for infantry I see no reason why Vet 5 is required, OKW infantry is already so cost efficient. Vet 5 OKW infantry are able to 1v1 Vet 3 Riflemen with double Bars. And that seems okay on its own, but when you compare it to all of the other late game factors such as USF's lack of AT and lack of any viable armour part from Easy 8's, compared to crazy OKW late game stuff such as King Tigers, JagdTigers, Stukas, Forward bases that locks down a large portion of the map and makes forcing retreats not as rewarding. It makes no sense for OKW to have the best late game infantry, and the best late game tanks, and forward bases with Defenses. USF Riflemen with upgrades and full vet should be the strongest late game to compensate for their awful armour and lack of hard hitting AT. That's exactly how it was in Coh1 for years, except now OKW has the best late game everything. As for Soviets the only reason they're viable late game is because of how much IS-2/ISU's, T-34/85's and Snipers are overperforming. Despite my rant, I don't think vet 5 is that much of a problem because of the potency of AOE anti-infantry tanks for Allies. But in an ideal world when every single game comes down to anti everything tanks being spammed, and when Tank Destroyers might actually be used to destroy tanks, having Vet5 Volks being able to 1v1 Vet 3 Riflemen could be a bit of a problem. I do actually like Vet5, I think it's interesting and unique but I think for it to say some of the other incredible strengths of OKW need to be adjusted. Such as Allies lack of viable infantry based AT and Tank Destroyers (SU-85's + Jacksons) really under performing. It's also not like Vet 5 is ever going to leave, so it's a kind pointless discussion. Instead we should be talking about how to improve the meta and improve the balance and dynamic. In: COH2 Gameplay |
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Latest replays uploaded by TheMachine
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GGTheMachine(Sov) vs Miragefla(OKW) Eastern Front Revamp Modby: TheMachine map: Crossroads1-1,020
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WBP 2v2 Tourny: Talisman & Helping Hans vs Jove & Alastorby: TheMachine map: Crossing in the Woods3-1,063
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