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Thread: Given up and started using soviets - JUST LOL6 Jul 2014, 10:12 AM
Quick, someone call the WHAAAAAAAAAAMBULANCE! In: COH2 Balance |
Thread: Walking Stuka5 Jul 2014, 23:54 PM
If you wan to blob without being punished - go to Starcraft. *Cringe* In: COH2 Balance |
Thread: State of the Bearunion5 Jul 2014, 15:21 PM
I might miss it, my team is playing in the world cup. In: The Angry Bears |
Thread: New patch - Outstanding issues5 Jul 2014, 14:58 PM
I agree with Milka. The adjustments don't make sense. OKW is designed to be resource starved and have abilities to trade resources and salvage to compensate. Furthermore their tech structure is very cheap to compensate. For instance: - No extra cost for medics - No extra costs for unlocking unit upgrades - AT from the get-go, no fuel investment required - Just take a look at the total fuel cost to unlock the entire OKW tech tree: - 40 fuel x 2 for the first 2 trucks, 80 for the last truck. Bam, 160 fuel for the entire tech tree. Starting with 40 fuel this means you unlock your entire tech tree with all upgrades, including medics and repair station for 120 fuel. Or 180 fuel adjusted. Now compare that to the other factions: Ostheer: Starts with 20 fuel, total cost to unlock all tech: 240 (220 after starting fuel reduction. Does not include medics or repair station. USA: Starts with 15 fuel, total cost to unlock all tech: 275 (260 after starting fuel reduction). Also does not include medics which also cost fuel. Soviets: Start with 50 fuel. Total cost to unlock all tech: 310 (260 after starting fuel reduction). Also no medics nor fancy repair station. OKW units perform according to their cost, not their 'adjusted cost'. If OKW units got cheaper compared to the other factions, the whole army would need a re-design to remove their other bonuses. In: COH2 Balance |
Thread: Are they ever gonna fix Soviet?5 Jul 2014, 12:30 PM
Then what offsets the desirability of Ost support weapons for capture, against the undesirability of Sov support captures? The only thing I can think of is the MG42s incremental accuracy. The MG42 is, as far as I know, the only weapon that does more DPS the more models it has to shoot at. So in the hands of the soviets it will do less DPS/supression firing at a 4 men squad compared to when its owned by the germans and shooting at a 6 men squad. For mortars there is no offset. A german mortar is a prize for soviets to capture, a soviet mortar isn't that big of a deal to capture with germans. For maxims there is also no direct offset, but its still a nice weapon to pick up even if it won't do as much man-power damage. As the germans you also don't have to worry about it getting rifle naded from long range and it's easier to prevent flanking maneuvers compared to an mg42. For ZIS/PAK40 guns: One is a field gun, the other a dedicated AT gun. There really isn't any disadvantage for either player stealing it. Overall I would say soviets have an advantage over Ostheer when it comes to picking up weapons (even non-support weapons). First because german weapons are often superior in their primary role. Second because soviets can lose 2 models in a squad and still pick up a heavy weapon without losing the squad, whereas Ostheer can only do this when they have a full squad. In: COH2 Gameplay |
Thread: The problems with OKW.5 Jul 2014, 11:51 AM
The fastest way to vet volks is hitting vehicles with panzerschreks. Other than that they are a bit underwhelming. Especially so vs US riflemen. Charging in with volks to throw a nade is also risky, as the lose to riflemen/volks in close range. Ideally you will want to let them come to you, and then nade them once they get close. In: COH2 Balance |
Thread: Are they ever gonna fix Soviet?5 Jul 2014, 11:37 AM
What I mean is that a grenadier squad will kill a maxim crew at more or less the same rate as a conscript squad will kill a MG42 crew. The DPS of these squads is scaled in a way that the killing speed of squads is equal without the need for armor. If you look at an individual grenadier model and compare it to a single conscript model, you will see that the grenadier has almost 3x the DPS of a conscript at long range, and roughly 2x the DPS at close range. The end results are that 4 grens beat 6 conscripts at long range, lose at close range, and kill eachother at the same speed at mid range. Other units like snipers and mortars have also been scaled to the 4-6 men squad differences. German mortars and snipers fire much faster than their soviet counterparts. This is why soviets love stealing german equipment, you get stuff that is scaled to deal with 6-men squads while fighting 4-men squads. In: COH2 Gameplay |
Thread: Are they ever gonna fix Soviet?5 Jul 2014, 11:17 AM
All Ostheer infantry has the same armor: 1. German infantry armor has been removed in the march deployment patch in favor of more DPS per model. Making 4 vs 6 men squads balanced through DPS per model rather than DPS per model and armor. The MG42 crew dies more or less at the same speed as maxims crews as a result. Both also have a 25% reinforcement discount compared to the main infantry (cons and grens). In: COH2 Gameplay |
Thread: Cautious movement...effective at and above medium range4 Jul 2014, 23:10 PM
Just cloaking, but movement speed is reduced while active. In: COH2 Gameplay |
Thread: Volley Fire, from "I WIN" to "I LOSE"4 Jul 2014, 22:21 PM
*I think* that the intention of volley fire was for it to be used in conjunction with other troops shielding your RET. I think that is why they added the damage received modifier, so you can't just use it in a 1 unit vs 1 unit fight and auto win. The suppression is quite low now though. In: COH2 Gameplay |
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