Current Button is horrible, Old Button was extremely good. Really they are not comparable anymore. Old button negated Blitzkrieg and you could barely even move. Plus you couldn't shoot either. 100+ munitions to ensure the destruction of any tank is very much worth it.
I'm sorry Relic can't make an ability worth it but insanely overpowered *shrug*.
Guards need a buff, that much is certain, what they don't need it the ability to lock down any tank in the game.
Bleh, I thought he meant the Mark Target ability.
Pak reload isn't insanely fast, it gives the tank several seconds to move out of range. Seriously this is starting to get silly. Button was an ability that instantly blinded a tank and shut it down.
Yeah smoke, this doctrine only thing that you pay 45 munitions to activate. Which if he has a single guard squad behind you then your still fucked because Button is an instant ability.
Button was made worthless, but that doesn't mean the PaK stun shot is OP.
Currently, the ability is very one sided, it provides the German player with a quick and easy to execute vehicle snare without much counterplay in-between. By providing the opposing player with a way to react, the counter-play relative to unit positioning is better defined, thus reducing the receiving player’s frustration when the ability is executed.
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Button used to totally lock down a tank and made it stupid easy to kill with AT weaponry. I would rather have old button than mark target in 90% of situations.
Using a few guard squads you could basically make any enemy armor useless with just a small amount of micro.
Ok no
the old button slowed down the tank, and disabled the gun. that was it. at anytime the german player could a smoke out of the button, or b kill the guard squad that had to get very close to make it worth willed. this was because if the tank got about of the range the button failed.
With this in mine lets look at this more micro intensive Target weak point now, which relic thinks give more options from the enemy play to reactive and is not one side at all. tank comes into view of a Pak40 or a Stug. Push button tank is stunned for 3 secs.
HHHMMMM one click dead tank, and the funny thing is the guard needed help, pak dose not. Relic nerfing the Button and making the target weak point better was a joke. With the most laugh able reason.
The intent of these changes is to provide the opposing player an opportunity to react and counter the usage of button. Currently, the ability is very one sided, it provides the Soviet player with a quick and easy to execute vehicle snare without much counterplay in-between. By providing the opposing player with a way to react, the counter-play relative to unit positioning is better defined, thus reducing the receiving player’s frustration when the ability is executed.
OW relic you, it is statment like this that makes me thing you only play germans |
Dose anyone know what other hand held AT weapon the soviets used later in the war? |
The only problem I'd see with a PTRS/Guards buff is that Guards can easily be spammed out, and I remember back when Guards/Snipers meta was real as fuck.
That said, I think the PTRS needs some kind of improvement, perhaps a range buff, so it can hit targets a bit outside it's normal sight radius easily.
Cant be any worse then the Volk sherk, no matter how you look at it. But, i would stay if the PTRS get a buff the guards should have to pay for it. Far is far, and on the whole i think it would make the unit better if they had the option to not buy the PTSR. |
PTSR are great in numbers, and the tank hunter ones for cons are great. the reason for this is as stated above the cons don't dance with the weapon, and there are 3 of them in the squad. Other then an faster aim time and little AP increase to better deal with med and heavy asses the PTSR doesn't need much help.
The Guard squad on the other hand needs all the help it can get. Like, having either PTRS or DPS, and more PTRS if they do. They should also stop trying to dance with the dam thing. Them russian men cant dance.
Gaurds
100 Munitions for 4 PTRS
120 Munitions for 4 DPS |
Axis players (especially OKW players) can only offer counters that look good and work on paper. In practice more times then not these plans don't work. here are some problems with these paper arguments.
First, unlike bunkers (which got their health nerfed for this reason) the flak HQ has a lot of health. Takes 2 demos, 3 sachels and at least 1 minute of at fire, and like 2 minute of good mortor fire. Giving the OKW more then enough time to deal with the problem. (note SP can repair thought most of these methods)
Second, at guns and mortors are just too easy to push off. Granted you should always cover them with you army, but 9 time out of ten the flak base in next to the FHQ. this means the OKW army has no problem attacking you over and over again till you have to run back to your base. Then the SP come in and repair all your progress.
Third, Flak HQ is equal in the early game and even into mid game to at least half of the allies army. Like many of the paper axis strategist said, it will take combined arms to take out the Flak base. Example is AT gun and mortor, and some inf to cover them or 2 med tanks. If you can't see the problem with a single unit having this much power projection then you haven't played enough CoH2.
At the end of the day the problem with the OKW Flack HQ is not that it cant be killed (I have killed many, and if the OKW is New it is a 100% certainty that i will), or that it can kill tanks, and inf with ease. The problem is that it is a free unit that come out way to early, and has the power projection of a dam tiger tank, with no pop cost.
I know someone will say other wise, but yes the Flack HQ is free, just like every tech unit in the OKW and US tech system. You pay for the tech, (which are for the most part cheaper then the OST and SOT) anything else is free. granted i think people would still by the Flack HQ if it wasn't a tech building lol.
Still even with this people will still defend the Flak HQ. Therefor before we can come to an agreement about it, we need to offer some numbers. After all numbers don't lie. I suggest that some one look at every replay of rommes latest tournament. We can all agree that some of the best player played in the tournament, who can use every unit to its fullest. These replays will make a nice data group.
Lets look at these things for the data.(if you have a suggestion for something else to look at go for it.)
1. how many games was a Flak HQ destroyed.
2. Lets also take note of the amount and types of units used, if one was destroyed.
3. time the base was placed and were
4. how long the base stayed up
5. how many games were the allied won without destroying the Flack HQ
6. how many games were the allied lost without destroying the Flack HQ
7. how many times the allied attacked the FLack HQ
these number wouldnt give 100% truth to the argument either way, but these numbers would give perspective about force the FLak HQS projection. |
Thread is looking at the OKW Teching system, and trying to bring it in line. |
To my personal opinion, they just need to rework the entire faction. It has so many advantages compared to other factions. But this is a standard Relic thing, Look at the Tiger 'ace', like that unit needs a more powerful vet 3 status xd. Look at the potency of riflemen spam, it is just to horribly op in hands of some good players. And then, Maxim spam, hahahaha, if used correctly ( I am guilty to this ) they can halt Ostheer in its tracks. OKW will find a way against it (kubel).
It is not just the OKW faction but the entire balance is off.
DO NOT! just nerf one faction or remove its options etc, they need to fix everything. OKW is a faction that some players enjoy (I do not know how or why), don't make it into a second Ostheer of impotency. Same for USF, don't nerf them into the ground or we all have boring ass factions that have only 2 or 3 viable units like the Ostheer.
Don't get me wrong, I do not like the OKW faction, but we must not resolve to creating another disaster. My favorite faction is the Ostheer, I love making a bunker, and some nice defenses and some mortars here and there. But the impotency that has hit the Ostheer since a few months, made the faction very very lame and sometimes even completely useless. How much I dislike the OKW, I do not wish that upon OKW players, even if their faction is horrible.
Unlike the Ostheer OkW tier are all good and give you something for making them, and all unlock the best tank in the game KT. Also most of the time OKW players get all tiers any way. All this would change is the order the tiers come out, and by default make tier 4 units come out later.
The funny thing is by forcing the player to get tier 3 first the OKW would be getting more fuel or ammo in the long run because of the conversion.
As to the state of balance. The way I see power levels and balance state of the game is. OKW> Soviets> USF> Osteer. With USF and OKW having better updated mechanics and tech structure. i would like to see all factions on the OKW level of power and the mechanics and tech structure of the ostheer and soviet revamped.
With this being said OkW doesn't need to be nerf into the ground,but it still needs a nerf. And my idea is by far the most lenient idea, and i fell it would be enough to bring OKW more in line with at least the Soviets. At the end of the day i a big fan of units, abilities, and factions not being so over the top. That is what the Command and Conquer series is for. |
Volks lose out to pretty much any of the base infantry units (yes even conscripts) and the AA HT is countered by a single AT gun or just small arms fire. The point of Obers is that they help fight the giant rifle/shock blobs roaming the map, they are a bit to good tho and should be tuned down.
Volks do fine. Put them in cover or run them in pairs and they will do fine. And as for the AA halftrack with the buff it got it can easily get away from at guns (vet 1 smoke counters AT guns), go to another part of the map and deal with inf.
Obers can still fill this role, just they have to wait till around 15 mins to do so. When these problems start to be a real problems and need a hard hard counter. |
The forward retreat point is better for you then it is for him if he puts it close to the front, center your mortars and artillery in on it and enjoy the free kills.
OKW has fast tiering because they have reduced income meaning that the units come out around the same time as others do. Shocks are elite units which come out at only 2 CP
The solution is to make Obers less bullshit, not to gate OKW's only AI infantry behind a insane teching system.
OKW have a lot of other AI options. AA halftrack, Sturm Pios, FJ, Volks are not that bad, Can't think of the name but the inf in the breakthrough doctrine. You cant say that Obers are the only AI option. They are by far the best AI unit in the game and their for should be behind a little more fuel. Especially if they don't have to my their LMG.
As for the Forward retreat point while i agree with the mortars for sovites (120 mm ), granted it takes some RNG. what do you recomend for the usf, no mortars (but halftrack) and there pak howlie could do it. Is still feel the OKW get there Forward retreat point way to early. I personally would like to see forward retreat point taken out of the game. but what can your do |