well things did improve, but aint good enough.
look at the stupidly crazy vet they can get, this vet was given to them because okw was designed around elite units and resource starved. now they are no longer resource starved nor in anyway have units that players have to pay a premium for. they are priced similarly to any other regular unit.
not only that, taking out schrecks and replacing them with stg44s makes volks an elite assault unit, able to wreck infantry enmassed, throw nades and practically bully infantry fights. other factions have inherent weaknesses. soviets have practically trash infantry, UKF tommies +mg combo are okay but fails against so many stg44s. USA rifles match volks man for man generally unless they can close in, which is not practical when sturmpios are lurking about. but then again volks are cheaper and thus would be happy to trade with riflemen.
on top of that, tommies and rifles have to spend mp/fuel to unlock their weapon racks in order to be able to put out enough firepower to deter a charge from massed volks, who are now even more deadly with stg44s that require no side-grade to unlock and also free flame nades.
now, ALL allied light vehicles(AEC, stuart, T70) are nerfed to a point where they no longer do meaningful damage to an infantry swarm and are only used to hunting down other light vehicles. but their low damage per shot means they arent great at that either.
so now what is an allied player going to do against an army that can upgun themselves without the need for side-grades, free access to nades, infantry that have a distinct stat advantage against their own and having their clutch units nerfed?
Add to the mentioned above, the 3 problematic factors i underlined and you've a rather no so fun game for the allies...(team format) |
Your three points are really two points.
The walking stuka is a great unit indeed. BUT that line is as much a blessing as it is a curse. On certain maps with choke pointy lanes it can wipe a whole army, but so can any form of rocket artillery in this game. Only difference is that the walking stuka barrage falls once.
The biggest issue I ever felt the walking stuka had was a high health pool that makes it hard to kill.
The ir ht does amplify axis players ability to time and aim indirect fire. It is a form of maphax that really can give axis teams an edge. Definitely most effective in large team games when you can reveal the locations of 2 to 4 players for your whole team.
I feel like the ir ht could do a scanning sweep as a timed ability with a cool down more than just being maphax.
The flakht is indeed been a contentious issue. It can't be placed in vp sectors and is expensive. Ideas to have an upgrade that unlock the gun, and maybe the panther as well, have been tossed around.
The real issue I belive you're having is a situation where okw players but leigs or stukas with an ir ht near the flak hq. This is a hard point to cracking indeed. It is the closest axis equivalent of bofors with mortar pits.
The answer? Superior allied indirect fire. Don't put teamweapons in lines or move multiple units in default formations.
P.S .The flak is not that a big deal it's rather the retreat/healing station truk that is problematic. See my first post for the explanation.
Your are right, but it always nearly to late to win when you can crack it.. |
As long as the brits and USF also get forward retreat points, there is no reason to just take it from OKW. I want them to take it away from all 3 factions, because it goes against basic gameplay design of the game and puts them at a significant advantage over EFA on large maps. Promotes blobbing too much.
IR halftrack is also lame as a gameplay mechanic, should be reworked.
Walking stuka is fine. It's loud and predictable, and easily dodged by single squads. It only really threatens blobs or teamweapons, or a player who is not paying attention at all. The calliope can be just as effective against teamweapons, I don't really see it being a problem. Spread out your units more.
Understood,but :
Forward retreat point come faster then anything else, you can't retreat to ambulance t'il major and Brits must build it instead of fielding more unit thus surrendering map control.
The stuka kill garrison(building) and at-gun and mines/demo, and come early 10 to 12 min. most of the time you can't react, and if you can, a move in the wrong direction and it's flexible line of fire can still get you...
Can you still answer my questions plz ? |
Are you joking? Allies have been receiving mostly buffs and OKW taking mostly nerfs since the release of WFA. This is literally the first patch to nerf allies more than a couple adjustments in the past 3 years. I challenge you to show me otherwise.
OKW came out massively OP, and they've been slowly cutting away all their little BS stuff for years. Acting like there was some golden time in the past were allies were stronger then than they are now is nostalgic at best, and delusional at worst.
Let me know if you want to return to a time where the sturmtiger is nondoctrinal, you can get multiple king tigers, volks have schrecks, kubel suppresses, 60% of soviet units are useless, obers are terminators with extra accuracy against retreating squads, and all the allied tank destroyers suck dick.
Do you think that the 3 factors I've enumerated above are important for an Axis team ?
Can you rank them ?
Could you play without them ?
And Which one if any would you miss the most ?
If you could answer those few questions it would greatly help me to understand.
Please. |
Proposed solutions for my post above:
1)For the Walking Stuka : Make it come no sooner that the Katyusha, or the Calliope.
2) Infra Red half-track : Swap it with something else on a Cmdr to make it doctrinal like a Valentine tank.
I would swap it for the infra Red half-track for the elite doctrine 2CP - Signal Relay
-Adding the signal relay hability as a 30 fuel uprgrade to the Kubel wagon;
-Adding the infra Red half-track to the elite doctrine for 3 CP.
3) OKW's Battlegroup Headquarters (Tier 2) : Remove the toggle on retreat, lower is life a bit, lower it's cost a bit. So it's placement will become a critical decision. |
3 Major non doctrinal factors tip the balance in favor Axis in the larger team formats (2vs2, 3vs3, 4vs4), making the game feeling too unbalanced too be fun to play.
The more the players, the more those factors have a larger impact.
The factors:
1) OKW's Walking Stuka : (Non-doctrinal)
A) Coming in game as fast as the 10-12 minute, way faster then anything similar.
B) Citation from an CoH2's Guide : "Unlike other indirect fire weapons, the Walking Stuka chooses the direction of its 6 rockets, creating a destructive line."That mean it can target and destroy nearly what it want reliably.
2) OKW's Sdkfz 251/20 Half-track w/Infrared Searchlight: (Non-doctrinal)
A) Not enemies units can hide in the fog of war, Couple with W-Stuka, leIG or any other Arty,it multiplies their power a lot.
3) OKW's Battlegroup Headquarters (Tier 2) :
1) Citation from an CoH2's Guide: "Behind a shot blocker and near the front line is a great choice." It combine a toggle forward retreat point with a healing station. This help Axis (OKW) to stay closer to the critical spots a lot faster then anybody else. Add the fact that OKW weapons upgrade are made on the fly... And all problematic factors are non doctrinal.
Conclusion:
When those 3 factors are well used in team formats (2vs2, 3vs3, 4vs4), it give the Axis a nearly unbeatable edge, supposing that the playing teams are evenly matched. Axis is evenly more formidable when their team is composed of an even mix of Ost and OKW.
When the game was launched, the Alies (SOV, USA) did have some advantages that compensate a bit for those factors, but as those advantages where diminished with time/patches, the factors enumerated above became predominant and slowly started to unbalance the game to the point that it's not fun enough to play the team formats.
Level the playing field around those factors and the game will be better and FUN again.
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If you are really leaving you should ask mod to delete your account. Otherwise, there might still be a way back and coming back after such a thread wouldn't be very honorable, would it?
Why so much hate ? Are you afraid of something ? Just don't read this thread, why do you even bother ?
Plz tell me ? |
Thought you said you're leaving?
I did quit, we didn't play COH2 this Sunday morning like we had been every day since the beta...
We evenly bought another RTS, that we did ignore for years... And we enjoyed it, i guess we weren't ready for it yet.
Anyway, unless a miracle happen, Coh2 is over for us. That very sad.
It's the first time a game/company reject willing to pay customers, for the sole reason that they want some fun in it's most played format...
I just a no one that won't be remember, but still i wish you success with your 1vs1 endavor.
Bye.
P.S: Maybe i still a baby, but i'm turning 51 year old soon... |
It's like in real life , the vocal 1% is ruining the game for the rest of us 99% normal player.... But without us to trounce, you will have to face the like of you.
Ah,ah,ah,ah,ah, boy i'm mad. |
It's not one game, it's all the games we played.
4vs4 is not fun enough to keep playing....
Walking stuka raining fire way before we got any arty on the field.
So boring... Add that the rest....the nerfs.... we are out.
Lets see what happen to the game. |