I see it is already being addressed but in team games (2v2+) this commander on some maps is straight up broken. It works sickeningly well in team games by buffing teammates units to staggering levels.
Also to address braciszek's comment, if a commander is broken on one map or only used rarely it can still be OP on that map and that is not fair for the other team.
If you play a team on Faceoff you will find that a blob of Soviet infantry will press forward as one player upgrades FHQ's. Three or four mortars at a FHQ are literally impossible to kill for Ost. How about a shock squad next to a FHQ? Or what about a couple of guards? They also get one as soon as the game starts and it is very hard to push them off the field. Meanwhile the Ost team has to keep retreating to base to reinforce and heal.
I understand this commander is not OP in 1v1, I don't see how it could be, but in team games it is ugly. I would really like to see this commander receive a build time for FHQ's or possibly prevent it from buffing allied units.
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Thread: Soviet Forward HQ is completely broken. 21 May 2014, 19:02 PM
In: COH2 Balance |
Thread: Ostheer Sniper (1v1), Large Post21 May 2014, 18:54 PM
Just because the german sniper can't one shot the soviet sniper doesn't mean its not a good countersnipe unit. It's 90mp a shot and it only takes one shot to really discourage aggressive play from the soviet snipers. If you chose to counter snipe a soviet model the remaining model will likely kill you before you can recloak. I frequently place my soviet sniper out in open just long enough to bait an Ost sniper (when I see it) to get him to decloak if I know he is in minimal cover. Once he shoots I am sure to get the counter shot and kill. If he chooses not to fire I move forward with my scout car or scripts. I don't think it matters that the Ost sniper can't go toe to toe with Soviet sniper team, in fact I kind of like it that way. But Ost sniper is under performing against T2 builds which is unacceptable. I should be getting a sniper when I see shock troopers on the field. As it stands I just get an mg because I cannot rely on a sniper to get the job done. In: COH2 Balance |
Thread: WesternFrontArmies new Progression System?20 May 2014, 19:22 PM
The closer we get the less we hear the more worried I get. This. It's fine to say a tester is having having a good time in the game, I am glad, but that does not even get close to meaning the game is balanced. Having been a tester in different games I know my impression of the game is colored by the novelty of the game as well as the promise of changes. In my mind I see the flaws but I say to myself, "Those will be addressed". When the games get released suddenly my good impression becomes a negative one as I realize those "problems" were by design. In: Lobby |
Thread: Remove capping ability from all support weapons?19 May 2014, 13:29 PM
I have never been a fan of weapon teams capping since the beta. It feels unfair that a unit can set up in cover on a cap point and force the decision there. The cost for set up should be you can't cap. I frequently use mortars to cap. Have them cap a point back and use grens/mg to cap forward cutoff. Lets me also mortar to clear mines or incoming enemies. A larger issue with this game may be that cut offs are not as common. Cut offs rewarded skillful flanking and allowed a player who was down to force a conflict at a weaker point. I would also like to see uncapped sectors decap faster when an opposing unit is in them and no friendly unit is in them. I don't like that I have to wait the same amount of time to decap a point if I have control of the territory as when I just ignore it and walk by. On a side note, the easiest way to negate maxim spam would be to increase the accuracy of the Ost mortar. If this happened the Soviet mortar would also need to receive an accuracy boost. If Ost mortars were more accurate maxim spam would stop immediately because they would be wiped far more consistently. So if opponent went hard counter to your maxim (mortar) you would need to get scripts or shocks. In: COH2 Gameplay |
Thread: ISU-15219 May 2014, 13:14 PM
I've played vs the ISU152 since the patch 3 or 4 times and managed to destroy it every time without elefant too. I did noticed it had been buffed, but I didn't sit and cry in game, I dealt with it. Certainly it is possible to do this, but against good players this is nearly impossible. One AT gun, or a mine, or a lucky conscript nade, or button, will stop the flank. Also the only tanks reliably able to defeat ISU-152 before being destroyed are the Panther and Tiger. Both of these units are too risky to send in that deep behind enemy lines. As a result the late game in COH2 is now ISU-152 vs elephant. In short ISU-152 is beatable, but not easily enough. It negates infantry combat and veterancy, and is very, very difficult to kill with armor (excluding elephant). In: COH2 Balance |
Thread: This patch killed Katyusha and Werfer14 May 2014, 21:41 PM
You can make fun of my comment if you wish, but the Kat is supposed to provide you with a help to defeat the elephant. If you are T4 you need a long range unit to wear down the elephant, the kat can fill that role. Yes penetration is worse, but they can prevent elephant from being repaired and force it to move. They also let you know where it is in the FOW. In: COH2 Balance |
Thread: Osttruppen Reserves - what's the point?14 May 2014, 17:43 PM
I find that I use this when I need a unit for capping and is relatively versatile latter in the game. The veterancy and the possible lmg42 lets them actually be useful when they appear. Try it when you need to take points under fire from a ISU152. They can be lost and save you more expensive infantry as you hold the line. Still very situational, I would rate it as a mediocre ability. Not great, but not terrible. In: COH2 Gameplay |
Thread: You will always want T314 May 2014, 16:02 PM
Agreed with Cardboard. T4 for Ost is not viable. Why hold out for overpriced tanks and a useless rocket truck when I can get everything I want in T3 and my doc? In: COH2 Gameplay |
Thread: This patch killed Katyusha and Werfer14 May 2014, 15:59 PM
If you're in position where you feel like needing kat/pwerfer, then opponents army comp isn't rather well built for such quick skirsmish but he is rather entrenched with setup weapons and heavier armor. Kind of...but not completely. If my opponent has a good mix of forces I may need a kat to take out key support teams while my other units move in. Getting it close to the target is simply not an option. Good players are always going to have a very diverse mix of support and frontline units. Frequently I maintain a detached force of 1-3 units that are capable of plugging gaps or exploiting openings rapidly. If someone moved a kat in close these are the units I would use to attack it before it could escape. More importantly if you run into an elephant and you have no doctrinal arty (which is many commanders), no guards, and need to damage it, the kat is supposed to be able to do some damage to the elephant. In its current state it is simply impotent until vet 2, which means getting vet 2 is hard, which means you never get to use the kat as it is intended. I was winning a 4v4 yesterday so I only built kats to play with the unit. Even with four firing simultaneously at the same infantry target, at max range they frequently failed to kill it. They did little to no damage to tanks, and were ineffective at decrewing paks. Mg42 teams often took two barrages of four kats at max range to fully decrew. In: COH2 Balance |
Thread: This patch killed Katyusha and Werfer13 May 2014, 15:34 PM
For me werfer is impossible to use right now. The long reload time is painfully long, especially with RNG preventing many volleys from doing anything. I have not gotten more than vet 1 on them since patch, when before (they were not balanced though) I got lots of vet. This does not mean they were balanced before but they suck now. Kat is also really bad, but not as bad. I blame RNG again. Both units need a buff. If we reduced the rate of fire (closer to actual fire time in real life) on the werfer could I actually get a rocket that deals damage before vet 2? Then we could be done with vet 2 rocket bonus damage. I guess before vet 2 Ost high command refuses to give the werfer real rockets. Agreed with prior comment about team games and 1v1. If artillery saturation was a problem in team games (and I don't even think it was), that is a resource problem not a unit problem. In: COH2 Balance |
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,230
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VSImagelessbean ManxMarriner Richarddear||AD||1215[TATUZ] Black Dynamite [TATUZ] Blue Semtex? [TATUZ] White TNT?ISU 152 nerfed, you decideby: Imagelessbean map: Rzhev Winter1-1,225
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