I am mildly salty all the time because of mild constant lag and it generally becomes worse the more Isg spamming fuckwits I encounter. I know the blame lies with relic but abusing broken shit just sends me into a rage even when I am winning.
I am somewhat concerned about next patch. If okw is broken I may just have a rage stroke..
Maybe, but I don't think a simple smoke changes anything. An ATG still shuts it down and makes it useless. I would say lower its damage and give it the ability to fire on the move (or at least fire when stationary without a set up time). It would be a glorified M5 Quad though.
SPs are close quarter units and their mid damage is not that good. They are also not very durable, but still they can add HMG in another building to delay it if that proves to be an issue. Early game infantry based suppression platform should be available for all factions. It's the case for every faction, even USF have access to 50 cal but we don't see it often because of the LT tier.
I had a game on weekend on Arnhem Approach where two riflemen and two SP engaged at cutoff near church. First engagement so both squads at full health. Each side entered green cover at same time. The engagement took place at what i would consider mid range. The sp's took no casualties whilest I lost one rifle on retreat,even though i had 2 men left and was moving away from engagement. The other squad got away with 2 men.
Maybe it was unlucky rng, I know it happens sometimes but this is not an isolated incident although certainly the worst.
Mg34/sp combo would be just as effective imo and with sp likely to get a price decrease next patch this combo will be even stronger.
The factions that get early mgs do not have cq units the calibre on sp from the start and that is why okw cannot have a t0 mg.
Did anyone really used troop training in any serious way outside of 4v4 or 3v3?
Because from my experience that 80/25 investment was huge for the first time and repeated it was runing your eco, to me it only made sense to use it on replaced pios in later game to get rep speed bonuses.
+1
I can't remeber loosing a 1v1 to someone using troop training, not recently anyway.
Tiger ace was the doctrines strength and even then it was only Usf that struggled but that was because of design. Ie no standard mines and shitty at gun.
That being said a well timed rush of multiple m10s could destroy it quite effectively
OKW needs a suppression platform, and at the current state they need it early since HMG34 doesn't do enough damage so it takes a long time to vet it. The simplest solution is to make HMG34 non-doctrinal and in HQ. If we want more flavor (especially for people who say OKW will be Whermact V.2.) you can move HMG34 one of the tech buildings, but either buff its damage or greatly reduce its XP requirement.
Regarding USF, they have enough light Armor and their infantry is still good (even after nerf) so they are not desperately in need of a suppression platform. But, for the sake of LT tier, I would like to see a change to make it more appealing. A slight fuel reduction for Cpt if you've already called in the LT might be a good start. Right now, the only use of LT is the shock value of AAHT and if you lose it, it's GG.
Adding mg34 to hq would simply see okw rushing Sp and mg to opponents cutoff every game which is not good for gameplay. SP are best opening unit in game, its only reasonable that you cannot build mg at 0.00 to suport it.
Next patch will improve many of the okw flaws, although i think it will still be a blob faction due to schrecks on volks. Improving suppression will simply make it op again.
It may have been overpowered before, but now it is a design & thematical fail. There would have been more creative ways to make the more origial ideas work instead of just replacing them with more generic stuff.
Rifle Company as a doctrine had a very unique feel to it. It was recognizeable. Also by the enemy (when seeing the rifles with flamers). That is now gone. Which makes it a less interesting design now.
Sure, on Rear Echelons, flamers can also have the effect of being recognizeable to some degree. But then again the name of the Company (Rifle Company) seems off.
Say what you want, the balance may be better now (I don't know, others shall judge that), but the design is a lot less interesting and less creative from my point of view.
I just would've liked it if they had at least tried to make some of the more unique, interesting ideas work. Like, why not have Veteran Riflemen trained from the HQ instead of spawning from offmap instantly (like it used to be in an ealier build)? Why not give Rifle flamers a higher chance to explode again? I don't know, I feel like they gave up to easily just to quickly appease the crowd. But on the long run, these rushed changes to the commander do not seem to benefit the design of the game from my point of view. Same goes for the industry ability: If it's intervention with the income is so negative for gameplay, why not have another creative effect on the ability while actually keeping the unique voicelines and icon of the ability instead of replacing it with an existing ability (Supply drop) which is rahter lame.
I agree. Most coh2 doctrines really lack themes compared to coh1. Rifle company should enhance rifle based play or at the very least add aditional abilities. One would expect rifle company to contain abilities like laying mines, building sandbags and/or hit the dirt.
Flames on rifles are problematic in the same way schrecks on volks are.
Vet callins are Op cause of how early they can be called in.
The simplest solution was to move the vet callin to 3 cp and make them flamer rifles. This way flamer blobs no longer exist yet a viable anti garrison unit remains available.
Giving re's flames will alleviate the current problem but it is likely to just give rise to re flame blobs, which whilest undoubtedly weaker isn't going to improve the playstyle of the doctrine.
Its admirable that relic are trying to fix okw, it would be easy to just wipe their hands and just walk away..
However this this patch has clusterfuck written all over it..
Firstly they refuse to address the issue of having schrecks on cheap mainline infantry, that have five men and 5 levels of vet. Schreck blobs and okw blobs in general will always be present if you can combine AT and AI in the same blob and just A-move around the map.
Secondly, reducing SP to 300 is simply going to promote double SP openings straight to opponents cutoff while kubel just cruises around in the background capping away uncontested. 2 SP will always hit field before 3 rifles and 2 SP easily account for 2 rifles unless they charge over open ground.
The new meta will be something like 2 SP, kubel, volk, volk, luchs, with some variation. Allies will now almost always have to rush a stuart or T70.
The kubel is also going to be a pain in the arse now that it can cap. OKW early game has already been buffed, they don't need a vehicle that can basically decap opponent sector uncontested for the first 8 mins.
I don't believe okw are as bad as most say it is. Yes weaker but not useless.
I have not played the preview so I may be wrong and I am happy for people to point out where I have it wrong but changing okw (buffing) whilst nerfing allies seems to me to be recipe for diaster since history shows they always buff/nerf too hard.
Maybe give it two kinds of ammo, one is fragmentation and one is HE, one suppresses a lot but doesn't deal too much dmg (Let's say 25% dmg from the current), and the other ammo would deal a shit ton of dmg but wouldn't suppress at all
This would force people to choose between kills and suppression, since the suppression isn't the problem, the problem is killing + suppression combo
Suppression is the problem. Even if you remove damage any nearby squad will keep the suppressed squad pinned meaning automatic retreat.
Take Langres for example. Isg can basically sit just outside base and cover 2 vps, fuel and ammo point and almost never be at risk. The constant pin retreat routine not only drags games out but makes them incredibly frustrating.
Isg should be effective vs buildings, weapon teams, emplacements and blobs. Not against sole squads moving across map.