Why is that a problem?
The only less efficient use for muni is dropping offmaps on your own troops.
One game I had a teamate that used some UKF arty (it was like the rail artillery) and he's blobbing around the target area fighting, one of the shells comes down and eliminates his own entire blob, he had 0 units left! Rage quit of course, lmao
well for one Sturm should not be able to kill USf emplacements with small arms thats just kind of silly, 2 sturms behind a usf emplacement can drop it rather fast. Its not like this happens a lot but it can make it rather easy and quick for okw to destroy emplacements especially when they have little risk using their at gun to attack it thanks to the crew being super bullet dodgers and retreat
This is simply not true, small arms damages the fighting position
|
I mean its somewhat meant to make up the lacking durability of their tanks later on, by being able to return to fight faster.
In practice it doesn't work like that. When your sherman shells are bouncing off panthers and even panzerIV and Jackson lives a kite or die kind of life, either you win or become wreckage. Axis tanks are the ones that would benefit more from being able to return to the fight faster. Even the real life counterparts were like that. Tbh it's one of the stupid things about coh2 that coh1 didn't really suffer from, such an imbalance between costs and performance. In 1v1 it can work, things break down a lot more in team games where the normal limiter of resources becomes less of a factor for axis and what they are left with is a fleet of much higher performance units in comparison to SOME of the possible opponents. I think UKF and some of the soviet stuff still has the kind of durability to be an equivalent threat at the same skill level. USF isn't helpless, but in team games you have to have a lot more skill and put in more micro than your opponents. In 1v1 you can cut off opponent easier to delay them bringing out armor so fast or at all. |
Maybe we could just take the repair ability off all together that way we can have hilarious moments when players try to quickly select an infantry squad to retreat and mash "T" only for them to die before the button was pressed, causing the still selected vehicle to issue a crew exit command, then they instantly die to a blob, which takes the tank and beats the USF player in their base ftw. |
as a player in the US I have not noticed much difference. However I have been noticing that when I play during (my morning) the players I get teamed up with are more clumsy than usually. I've been catching opponents on some pretty careless stuff too. It doesn't seem to be changing much in the result win/loss of games however, I just look like the mvp of my team by k/d. With the amazing cloud infrastructure in place right now, I don't see why they can't have 2 or 3 servers to cover the major continents. costs shouldn't be terrible. |
t70 is a better medium than the t34 lol |
Well, I always hear justifications that ended up resulting in significantly lower costs for WM teching. Prior to this, panzer IV was not first. I say this thinking back on all the forum conversations I read over time (since release). I don't watch a lot of pro 1v1 games, but I wouldn't be surprised to see panzer IV showing up first, even though it costs more and performs better than all allied non doct mediums. Well, people are constantly complaining of having difficulty dealing with allied armor. I can't relate, I've never really had any difficulty being effective against any allied player. I don't beat any allied player, but I can be effective. Kind of makes axis boring for me, because if the player playing allies is not at my skill level or better, it's a horrible beating. I don't think you'll find a lot of people that will find a problem with the quick panzer IV deployments, we all want it this way. Makes the game better. |
As someone who both uses SVT Cons a lot and play a fair amount of OKW i would say the following things are hard to deal with:
A well micro'd Flak Halftrack or Luchs The FH has the advantage of zoning out the Cons with suppression but it has to be screened properly and used carefully or it will get ambushed and killed with 3 anti tank grenades. The Luchs trades the advantage of suppression for firing on the move and kite like a t70 does. In my experience the FH is more annoying but this will probably depend on you micro skills.
fallschirmjägers FJ's will out DPS SVT Cons at any range, so much so that one might say their pure DPS zones them out of areas. Add vet bonuses and Valiant Assault and not even Airborne Guards can save them.
Obers This is the same as the FJ's but will take a bit longer to get going. Obers with either weapon upgrade will beat SVT cons. Due to vet the longer you fight them the scarier your guys become and the more impotent and one could argue even useless in fighting you late game.
I'd agree with this. I don't know how fast svt are coming onto the field, but if they aren't affecting the deployment time of these 3 units, you will eventually win as okw. Soviet opponent will have to resort to something else like tanks or katty. |
What is the counter to rear echelons? Nerf time. |
I main OST and I win against Pathfinders easily with LMG Grens, they're useless on their own. They got utility, but they don't seem to do much combat wise. People get Pathfinder for their utility and scouting ability, not for combat. There's no need to nerf something that doesn't do much. Are you sure it's not a problem of you not knowing how to counter them?
Based on what you said there, there is no technique one would need to learn through experience to counter. |
Personally I don't see players using recon planes to execute this. They use infiltration units to pop out a nearby building. The stuka destroys the cache (yea I tried that defense). Yea, it's expensive, but the payoff is well worth it. In 3v3 and 4v4 it's not hard to come by 400 munitions between two players.
In one game in particular maybe a month ago, I remember one of the players kept attacking one point next to my base with jli or st(some infiltration unit). They could never making it out alive, but he kept spawning them. Then I found out why when I was pushing on his team and he did it again during my offensive push, but this time activated ctp which must have eliminated about half my entire army value or more. So as I recovered, I put up extra defense on the point. I didn't want to rage quit or anything because the whole team was doing a pretty good job and we had majority map control. The JLI come again and meet a machine gun I placed. Just as I think I stopped the cheese, I hear the stuka. Point goes neutral and ctp is activated.
To me, it's cheesy. Maybe the ctp commander needs to be changed so it's not a one trick pony with an abusive skill button at the end. There is no defense against a dive bomber and ctp. Keeping up to 4 players from even seeing a single point in a game is a lot to ask and again, it's not hard to gather the munitions in a team game. |