Don't go lying about your blobbing m8
http://www.twitch.tv/lenny12346/v/4260599
Was nice.
Thread: ML-20 and barraging the enemy base need a nerf. 28 Jul 2015, 19:14 PM
In: COH2 Gameplay |
Thread: ML-20 and barraging the enemy base need a nerf. 28 Jul 2015, 19:08 PM
Ahh yes, using my playercard as a weapon. I will note I have, shall I say, quite a bit of experience with Germans. You seem to think that 2v2 is so disconnected from 3v3 and 4v4 and to some degree my 2v2 experience, that I could not possibly understand your arguments. What you were asking for is actually a one hit kill button. No faction should have regular access to these, so yes I don't want to see OKW get those. As a reminder OKW has access to the best stock inf in the game, the best call in inf, the best tanks, the best on map mobile arty, the best base construction, and the hardest and most diverse counters, besides having the fastest tanks, and the deepest vet. Truly OKW is weak to some Soviet play, but its not like playing Soviet guarantees you can beat OKW. As a reminder about the Stuka, since you did not read my post, if your opponent invests heavily in Howitzers, then he is not going to supply his army with mobile tanks and assault guns, he has to pick some things to get them. In contrast, your ally can then get mobile tank units to cover your stuka's, or you can invest in some of the most cost effective AT in the game, including rakentens which can cloak natively now. Also the Stuka is extremely accurate, and with proper support it can hit base sectors. Use the map, smoke, and your teammate to get in range of the bigger guns. Also you get and IR HT to see through FoW now for 0 fuel. OKW is purposely weak to artillery, it has to try to draw the Allies into combat where it can win unit for unit. Indeed the LefH and the ML20 are very similar to some degree, but the ML20 packs far more punch. However, both types of arty are given more shells to help compensate because no shell is likely to hit a target. If we reduce shell number the scatter needs to come down on both. Not really sure how you thought I was just saying the ML20 needs this. If you want to make them more about hitting a point then you need to allow them to do so. Another option is to prevent Stuka dive bomb from clearing out the ML20 and then nerf it. Currently it has to do serious damage because at 12 cps the German player can just take it completely off the field. As for the "sneaking" one Luchs can clear off a gun quite quickly and getting in close brings other advantages than off maps. I don't mean for you to use off maps to win the game you have tools to deal with things other than call in a bombing strike from the sun. A luchs close to his base gives valuable intel and lets you decide when to make a critical push. Once the guns is down he has two options, invest in AT to help hold the line immediately and forsake getting a gun. Or reinvest in a big gun and go light on the line again, making him vulnerable to pushes. Killing the artillery is nice, but the objective of a game is vp's so getting those ticked down with artillery firing is fine. I am not calling you a fan boy, but your posts have almost always been about buffing OKW units. Your experience with other factions is limited, and your posts often suggest you don't understand how basic Allied units function in a well balanced army. You are often at the losing end of discussions because you take balance personally and don't reflect on the satisfaction of having a game balanced so all factions are fun to play throughout the game. In: COH2 Gameplay |
Thread: ML-20 and barraging the enemy base need a nerf. 28 Jul 2015, 15:50 PM
So you want a one shot button like Ost? That is a terrible idea. Here's the thing about OKW you have a number of advantages, but you are vulnerable to artillery. On larger maps he can only bombard base structures he knows about. Keep your base in places far enough away that he won't stumble upon them. Also place them behind structures. You can also use Stukas to wipe vet from howitzers. Use the Jagdpanzer and cloaked rakenten to push off the SU76's he has since he is heavily invested in T3 and will not have the resources for T4. If he ignores T3 fast tech to Luchs and punish him. Also when you see big guns you know he will be very static. He cannot have a mobile and entrenched army. Get Stukas and bleed mp. Been playing OKW vs Soviets now and Stukas are paying for themselves 10x over each game. I may lose FHQ's but I have time to bleed away mp through weapon teams and lightly armored vehicles. T3 offers amazing targets for Stuka because they provide quick vet and can be destroyed in a single volley. Once they are clear you can use even light vehicles to punish him or your amazing infantry. Getting vet 1 will allow you to sneak in close to his howitzer before you even fire. I think Howitzers are probably too strong now for both factions, but your ideas are always nerf Allies, buff Germans. AOE is to make up for its insanely high scatter. If AOE goes down scatter has to as well. ML-20's are not built in base sectors in larger games, so that has no effect. Especially in team games don't rely on OKW to deal with arty as heavily. There are other players, and if you have no Ost then you need to organize a push to cover a stuka while it blows up the arty. He can only fire so quickly with a howitzer and it costs 600mp. Killing one is the equivalent of two minutes of mp gone. Just as a reminder in team games against OKW for Allies there is a timer as well. If you don't win in the first 30 minutes your chances to win drop dramatically as better and better armor comes up and vet 5 begins to bleed you. So now Relic is trying to balance that with a MP bleed to keep Allies in game longer. In: COH2 Gameplay |
Thread: USF: Bleed Infantry, Paper Armor, DOA weapon crews28 Jul 2015, 13:05 PM
Avoiding grenades while using defensive stance is very easy. And your assuming you can even close with the riflesquad in question to nade him before he kills you... Defensive stance needs a rework, but it is hardly "easy" to avoid grenades. Either you pop it and lose the bonuses, and begin a cool down timer, or you retreat. Played against it many times, while good and gimmicky its in no way unstoppable. ISG for OKW is a reliable threat to rifles doing this now too, and for a reasonable cost. If you want to get real nasty get a stuka and fire it on retreat path. Not sure where you decided people wanted more "blobbyness" from in prior posts. Seems like people want rifles to be able to function by themselves so they don't have to blob. Lack of suppression units is a core problem with OKW, and a poor decision. Wehr obviously has no problem now that MG42 is T0 and still less than rifles per unit. In: COH2 Balance |
Thread: The patch only made a new meta that's even more boring28 Jul 2015, 12:59 PM
I think what you experiencing is the attraction of players to the new. As things begin to settle out you should see the diversity of options open up. In larger games I have seen many different strats and feel much less locked into specific strategies, things appear to be working nicely. Ost teching is really designed to be linear, so that shouldn't surprise you. Overall good patch, diversity much higher. In: COH2 Gameplay |
Thread: USF: Bleed Infantry, Paper Armor, DOA weapon crews28 Jul 2015, 12:52 PM
I've never really understood this "rifles scale poorly" argument, flamers/m1919's give you upgrades that vastly outperform lmg grens/volks on any map at any stage of the game. Defensive stance is good, but you know that's his plan. Get some munitions stored up and throw a grenade on him when it pops, he has to retreat. This works for literally any faction. It is especially nice for wehr who can drop Rnades at distance. Also, as pointed out, these are doc upgrades. USF is so underwhelming as a faction right now. In: COH2 Balance |
Thread: Pak 40 - Target Weak point27 Jul 2015, 16:01 PM
For cost TWP is one of the best abilities in the game. It feels really silly that I can shoot at a tank and completely incapacitate it. This is especially true for Allied tanks which rely on speed to survive. Sitting still is basically death. In: Lobby |
Thread: ML-20 and barraging the enemy base need a nerf. 27 Jul 2015, 15:55 PM
ml 20 reduced damage and aor,both ml 2o and lefh can't be build in base,cost fuel like 60 or 80 and have longer cooldown This is a pretty huge nerf for the Soviets without as large a nerf to the Germans. If you did this artillery should not be destroyable by a single off map hit (aka stuka dive bomb). The on-map artillery is good right now, but shelling bases is annoying. We might consider reducing number of shells by one or two and increasing cool down a bit. Cool downs are very short right now. Honestly though I have no sympathy for OKW. If you build your trucks far forward and mass retreat frequently, guess what, allies now have a counter to that. This is especially true in team games. Played against howitzers as OKW in a long 3v3 game. Ultimately I was able to bleed them of MP by using Stuka. Since he invested heavily in static units and lightly armored SU76's to protect the guns, I invested heavily in Stukas. They gained vet quickly from weapon teams and fired rapidly so I never was in danger of getting them destroyed. When they got range extensions I was able to hit the actual guns and at that point the game was over. In: COH2 Gameplay |
Thread: Sturmtiger breaks the game26 Jul 2015, 01:37 AM
I never said anything that would suggest to me I don't understand that before the shot used to hit world objects. In fact, the Sturmtiger was adjusted twice to try to deal with this. \ And to your other comment, "insane" and "broken" suggest that there is no balancing to be done there. Also not really sure how shooting through buildings is fun in any game mode. In: COH2 Gameplay |
Thread: Crushing infantry OP26 Jul 2015, 00:01 AM
Crush prevents you from leaving infantry in combat against an opponent with higher levels of skill. Your infantry are out of place and the tank is being microed to kill them. Either learn to support your infantry better or press T. Don't make a mountain out of a mole hill. In: COH2 Balance |