It should be a Penal vet ability.
I think they should just burst into flames when they die again only remove the friendly fire.
Close combat tactics!!! |
I've been doing alright with them but I have a relatively unorthodox build.
Dane casted a game recently vs alcoholic that kind of shows what I do. Open with double sturmpio, follow up with a Kubel and then either a volksgrenadier or a raketenwerfer. (I get both, bit which one I buy first depends.). Then I get mechanized as my first truck and get a flak halftrack. Then I get a puma and a medic truck for ISG/Flashlight HT. I build some more folks or mg34's in between fack ht and other stuff.
The one thing I struggle with is early AT nades since they're a free Kubel kill more or less so you gotta play very conservatively with it. |
Honestly I'm not sure how it happened, I didn't even notice it while I was actually playing. Probably a setup/movement related issue since I repositioned it a couple of times.
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Anyways, all we have is riflemen!
Rear Echelon.
Pathfinders.
I&R Pathfinders.
Paratroopers.
Elite Vehicle crews.
Captain.
Major.
(Lieutenant is just an upgraded riflemen so he doesn't really count as his own thing.)
Riflemen are certainly the core of the army, but that's just how USF is designed.
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pretty sure they made them not snipeable and/or not captureable by the enemy. i distinctly remember some patch notes about it from a couple of months ago.
the construables can be decrewed and taken though. I've decrewed and captured them just recently. Albeit decrewed with centaur so they could have overlooked it. |
I realize as long as there is more content to get people are going to want to get it, especially for free, but honestly I think the DLC commander's importance in competitive play is vastly overstated. The core armies are perfectly capable of being used competitively. I've seen enough games where players either don't use any abilities from their doctrine or forget to even pick one to know that. It does open up new playstyles and options which is why I waste money buying them (my penchant for experimentation has likely cost me a lot of money buying those commanders.) but they're hardly the be all end all that people make them out to be. They're a crutch if anything.
Personally, I think the problem with CoH2 was the grubby hands of publishers, namely THQ and Sega. Bulletins are stupid system that exists to merely offer invisible "benefit". They rarely, if ever, make any sort of tangible difference and never make a significant one. They exist only to pad out the old defunct level progression system of the original release and now to populate war spoils with carrot content. The problem is war spoils is so half assed because of duplicate drops and infrequent drops. If you got a drop every game, I don't think people would care nearly as much about how luck based it is.
An ingame currency system would be more satisfying to the playerbase, but first I think we need to asks ourselves: "Is any of this shit worth caring about anyway?". Bulletins have no real important effect (I'd almost prefer they did, like CoH: Online, just to make things more interesting. I think it'd be cool if you couldn't stack bulletins anymore but the effect of all of them was tripled.) and commanders while useful are far from vital to truly play the game competitively.
If it weren't for the psychological carrot on the stick effect, I don't think anyone would care about this shit.
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I feel like this is balanced by the fact that their production structures are most useful when deployed outside their base. (Well medic truck can do either job.) Being closer to the front with healing/reinforcement is useful, as is repair and having a bofors tech building is also useful for map control. If all your trucks are in the HQ sector you're not taking full advantage of OKW.
Also the guns being decrewable can be sometimes hilarious. I've never been able to do it but I always thought it'd be funny to capture all the guns in the early game with smoke/grenades and win the game that way.
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Well actually now if you go dual isgs then yeah you might be floating. I don't play that way, so when you go and try to play okw without abusing I honestly feel strapped for mp unless im having a good mid-late game.
Nah it doesn't matter what faction. People are especially bad at floating munitions, but manpower and fuel are common too.
If you're going dual ISG there's even less reason to be floating. The amount of players I've seen who get ISG's but ignore the flashlight halftrack is ridiculous considering how well the two synergize. |
Am I seriously the only one here that isn't just rolling in mp while playing okw? You people aren't spending your manpower on shit you need. There is always something worth manpower that okw could be using if hey can spare it.
You only need to go watch a few games under the "Live Games" tab to see how bad people float their resources.
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KV8 is still very durable and can pretty much contend with any infantry, including AT guns. Its weakness is mobility and vehicles, which is perfectly fine.
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