PG's need to lose med kits at vet 1 (useless), and have their received accuracy at vet 2 split between vet 1 and 2. This would help them feel like they are getting better before vet 2.
Otherwise fine unit. Upgrade with shreks if you are facing an opponent investing heavily in SU76's or medium tanks.
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Thread: Panzer grenadiers are worthless without shreks upgrade15 Dec 2015, 16:40 PM
In: COH2 Balance |
Thread: 50. Cal and Vickers vs OKW15 Dec 2015, 15:17 PM
I think the mg's are ok, except the .50, which comes too late and offers too little to be worth the price. However, Soviet MG's suffer badly by requiring a crew member to physically pack the gun at the gun. Just like all other MG's this should be removed to prevent the pack-die-pack cycle. The problem for the face up between Vickers and volks is the sheer number of volks that can be fielded. Since you have a squad that can get AT you don't need to divert resources into other units. As a result should 1 squad break through it will always have flame nades, which hard counter the MG. This needs to be rectified by adjusting volks efficiency vs. all targets. TL DR: It's not the Vickers underperforming, its's volks being numerous, cheap, and potent against all targets. In: COH2 Balance |
Thread: OKW is completely out of control14 Dec 2015, 18:58 PM
If you are talking about Volks, then no, and I never heard of them ever having 2 shreks. They have, and continue to have 1. Yes something needs to be done about the shrek on volks. And yes the blob happy OKW is more blobby than ever. Part of the problem is the ease with which they replace volks late game, and the rate at which these units vet. Loss of a vet 5 volks is very unimportant, you can get another for 250 mp and 90 mun, with ~5 shrek shots. Meanwhile, the loss of one allied tank can spell all but disaster because they depend on numbers to win games. In: COH2 Balance |
Thread: December 10Th Hotfix14 Dec 2015, 18:52 PM
While I think calling someone a fanboy is always wrong, I think you are clearely biased for OKW. You underestimate the bonuses that OKW receive for free. For instance, unlocking weapon racks slows down your tech to vehicles, it also requires you to specialize your infantry. Should you pick double zooks, the squad is now a minimal threat to infantry. Should you pick bars/1919's you are very vulnerable to tanks. Should you split the difference and get one of each you end up with a squad that is always told to target tanks whenever they see them, but then wastes the other upgrade. Meanwhile OKW does not pay for weapon racks and it gets its specialization through selection of units. This gives it helps it avoid paying to shoot at the wrong target, or causing main line infantry to become ineffective until target X appears. It also doesn't hurt that it gets the literal best version of every gun. LMG 34, upgrade to all other LMG's, Shreks are an upgrade to Zooks, Minesweepers are even an upgrade to regular sweepers. On top of this your comparison only looks at USF. Yes USF gets free stuff, but it also comes at a cost. USF has to pay pop cap for each tech level. Whether the player wants it or not they are getting a rifle section (effectively). This is quite difficult to do as the game gets latter, and the units become more and more armor driven. A forward retreat point, sure, but that's gonna cost you tank pop so its price is actually the upkeep times the length of the game, which can be quite a bit higher than 300 mp. You have neglected comparing to all other factions, which receive nothing for teching but the tech access. It doesn't help a Brit player to unlock T2, other than they get T2. If you specialize, which is an upgrade cost, you do get some fun stuff, but again at cost. OKW's access to free upgrades will change in the next major patch, I almost guarantee it. It will have to pay to get access to the things all other factions currently do. The reason it avoided it before was because of limited income, that is now removed. In: COH2 Gameplay |
Thread: Unlimited Close Air Support12 Dec 2015, 20:09 PM
Short answer is yes. The ability costs 200 munitions? This means it should take at least 5 minutes to build up enough munitions for it assuming no additional expenditures. You forgot that Allied AA has grown and makes knocking it down easier. I think, for cost, this ability is performing correctly, but would be interested in other people's thoughts. Video does not work for me. In: COH2 Balance |
Thread: OKW is completely out of control12 Dec 2015, 20:05 PM
You need only do the math ~30 fuel * 16 minutes = 480 fuel. The difference now is that these units are slightly delayed from where they were last week. OKW still holds the edge in larger team games. The best I can offer you is to get some pretty nasty AT units together if you haven't seen a tank by minute 15, because things are gonna get ugly fast. In: COH2 Balance |
Thread: 150 fuel panzer 4 increase it's penetration. 11 Dec 2015, 16:06 PM
Why are we talking about Wehr? Unless there is a bug the new fuel cost should only apply to OKW units. In: COH2 Balance |
Thread: 150 fuel panzer 4 increase it's penetration. 11 Dec 2015, 15:00 PM
The OKW tank is easily worth this 25 fuel cost, as has already been made clear. In fact, it cost this much before with fuel limitations, its just you didn't see it directly because of way fuel was managed before the 100% income. OKW is still extremely strong, it just a little fairer now. You are kidding yourself if you don't think huge changes, nerfs, etc. are coming down the pipeline to deal with OKW. The resource increase was just the first step in a process to reinvent the faction. Does no one remember how we rebuilt the Soviet army? In: COH2 Balance |
Thread: December 10Th Hotfix11 Dec 2015, 14:56 PM
Those changes only change vehicle preferences without fixing anything. Yes, yes and yes. The patch is at best a band-aid. It makes it possible for Allied teams to play in larger game modes, but it still hands significant advantages to the OKW. I am seeing lots, and lots of Stuka's recently. In: COH2 Gameplay |
Thread: 150 fuel panzer 4 increase it's penetration. 11 Dec 2015, 01:22 AM
Changes have been made, but OKW in larger team games is still a steam roll of unstoppable goodness. It just takes a little longer now. The shrek accessibility and the excellent rakenten make early pushes suicide, leaving OKW to tech until it reaches critical mass. I know Relic wants to make OKW an "early game" faction, but they are going to have to significantly rework the way in which it fields its army if this is the case, since it currently has a very limited, if any, power drop off. The late game is still ridiculously hard to control. Patch at least makes it not suicide to play as Allies in 3v3+. @Comm_ash, likin' the posts. Thanks for reminding us. In: COH2 Balance |
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