So only thing before tanks is Incnade and MortarHT against it?
How about if you are ost and don't use that doctrine? You have to wait until Stug?
Bofors itself is Ok. Only thing that makes it pain in the backside is that standfast... It would be ok if it would use repair one encamplacement, or make it so that on repair that encamplacement cannot do anything else Like that tank repair thing...
Britts have serious issues with repairs and they need doctrines like this but not as powerful as this is...
Hmmmmm...I see you ignored my suggestions. Jump back a few pages to where I posted, your answer is there. |
Mortar pit creeping smoke barrage does not receive range bonuses when pit reaches higher vet.
Grenades still frequently fail to throw from multiple units, sometimes player is charged munitions in spite of this.
Tulip rockets have minimum range which is not indicated on HUD.
Maxim and DSHK still drop to ground every time gunner killed on retreat, no other MG suffers this.
Werfer damage to garrison is incorrect, much too high.
Schwer HQ still shooting outside its indicated range.
JPIV cloak still outright broken (as far as I know, have seen no changes to unit).
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Good to hear, mission accomplished.
....I'll do a few more just for fun
I think it sad that you find this somehow...fun. You are ruining multiple matches by preventing fair automatch experiences by a choice of your own. As you somehow think this is a badge of honor and you appear to be allowed to do it without receiving any punishment from Relic, I suggest you reflect on your lack of concern for other players and the game they also have a right to enjoy.
I sincerely hope that serially abusers of this exploit are banned from COH2 and from the forums. |
OKW med trucks, with retreat point, out right ruin early game fights for Axis vs. Allies in 3v3+. Automatically gives them field presence at no cost before any Allied unit can seriously contest them, snowballs from there. Extremely synergistic with Wehr. Encourages blobs, doesn't add anything to game, two factions don't have them and suffer vs. those that do. |
The Bofors is just OK. Yes it denies map control, but it is easily countered by indirect fire and AT guns. If you won't pick a doctrine with MHT (there is more), then you should be ready to play aggressively or purchase more regular mortars.
The issue you are describing is a perception issue. The Brit player is designed to lock down sectors of the map and never retreat from them. Then as the game proceeds they get stronger and stronger before breaking out and defeating the German player. This gives the German team a feeling of being close to winning for a long period of time (If I just destroy that emplacement, If I just push attack that Forward retreat point once more, etc.), when in fact they are losing. Bofors are great because they cannot move, or vulnerable to flame, and lackluster to anything that is not a light vehicle or small groups of infantry. You can also try smoking the Bofors with mortars and then using shreks, flame (Pio's or HT), AT guns, or light vehicles. If he braces cover the area in smoke, and then keep doing it. You can use attack ground to destroy his Bofors when it pops out but he will have to run around trying to find a way to get his infantry to attack in smoke.
If he went Bofors before you went light vehicles generally that means its time for you to skip Light vehicles and upgrade to some tanks right away. The Bofors will not do much to a PIV, JPIV, or Stug. |
All right, lets talk about the Schwerer. Other people have already pointed out why its a bit silly that it is free, but I am going to explain how it has such a huge impact in the game.
The Schwerer is a tech structure that also provides you with fairly reliable AA, fairly reliable light - medium AT, and amazing AI. It also costs no more to unlock than the T4 tech of other factions at 120 fuel.
First of all, it gives you access to a great combination of armor, which you would expect to see in an Ostheer T3.5 if such a thing existed. The best comparison would be the British final tier structure, which gives them access to medium armor, TDs, and a heavy medium for a small sidetech cost. OKW T4, of course, gives access to all units for no increased sidetech cost.
Second of all, it gives you an AMAZING area denial tool. The Schwerer gives you a fairly long range emplacement that can easily deal with all target types. This makes a Schwerer with a raketen nearby almost impossible to push without your entire army, and even then only after you have teched for armor or purchased multiple AT guns, which means that you have spent more resources to counter the Schwerer than your opponent as spent putting it up. Ad a forwar retreat point nearby, and you make a defensive position that literally cannot be pushed until you can get heavy indirect fire.
The fact that the Schwerer is so hard to push, allows the OKW player to concentrate on the other side of the map without worrying about harrassment. This means that his opponent cannot send harrassing units, and will be fighting a defensive battle until they can get a counter Schwerer force together.
For all these reasons, I believe that the Schwerer is definitely too powerful for the fact that it is free with tech, and needs to be changed.
I would propose a or two of the following:
-Add a side tech cost on OKW HQs which allows OKW to unlock the special benefits (should cost fuel).
-A flat increase in the tech cost of OKW HQs to compensate for their lack of side tech for upgrades (fuel)
-The Schwerer is now unable to shoot down aircraft and has less pen.
-The Schwerer has less vision, so that supporting infantry are required to make use of it's weapon.
This got lost in the mess and I think it deserves to be at least read.
Please stop the "Allied fanboi's too strong". This forum has both German and Allied fan boys and they both talk about units that are too effective. |
KT does not require all buildings to be set up because it is designed as a last stand unit. Making it require all tech would eliminate it from game.
Side note: Currently destroying base HQ makes no difference on gameplay. It is only a very limited role since it means you won't be able to build the units that it constructs. By the time it dies you should already have these units and should not need to build more. In fact it can act like a boost since it allows multiple engineer units to be called in at discount. |
OKW upgrades on trucks is a hold over from when they were resource limited. These bonuses were to help them maintain presence on the field because they would have fewer units than enemy. Currently too effective for cost.
In the next patch I fully expect all OKW trucks to lose their free upgrades and require direct tech to unlock.
Schwer is a poorly designed unit anyway since it completely negates infantry play, pulls a point out of contestion until at least one tank is around, gets to shoot down planes (again when OKW could potentially not afford to build a dedicated AA unit), and is a simple upgrade to all other factions tech structures. |
The werfer should be better than the Kat, because of its exceedingly high costs. However, these stats clearly show that the unit is overperforming and needs to be brought in line. Nice to see the numbers and explains the weird behavior I was seeing with Werfers wiping squads in buildings. |
I see, I can really use this information!
A few more questions, (even though i'm probably asking too much).
1. When would you go for Luftwaffe or Scavenge though, on what do you decide that?
2. Scavenge and Luftwaffe both have elite units like the Fallschirmjäger and the Jagerlight recon squad.
I am not sure which one is better as they're both flanking units and need to stay on long range (although the Falls are probably better close range despite being squishy?), so wich one do you think is better and what exactly is the difference between the 2? Also how are Obersoldaten compared to these 2 elite units?
3. And how is the ober compared to these 2 units
I have the feeling that they're all both kind of the same unit apart from the abilities.
Maybe I am asking too much, but I simply don't have the answer for these questions yet xD
I am currently using both, and i'm not sure which one I prefer more yet.
Thanks for the clear answers btw!
Hector made a great post above this that you should read. There is no one squad better than another, they all excel at different things.
If you are going to use Scavenge or Falls, you should pick them before 2 cp's so you can get their stuff as soon as they arrive. Waiting until later, as with Luft commander, will cause you to lose the MG34, since you won't build it after the early game.
I would go falls when you see lots of support weapons that can be easily controlled by a single Fall squad jumping out of a building and eating them up. I would go Jaegers when you are holding ground and need a unit to move around flanks to hit enemy units as they attempt to take points back. I would also choose falls if he invests heavily in tanks, or appears to be doing so for access to Fausts (use hold fire in cover to cloak at vet 1, then snare the tank as soon as it takes a little damage, use raketen to make it that much worse for him). I would go Obers when I have time to build up to a great AI unit and want to pick a commander with more late game, since I cannot reliably expect Obers to help me make it through mid game. |