[..]maybe nicko should have tried other things cause maybe that matchup is so dominant that when someone might try other things it can get the surprise effect.
It would have been amazing and perhaps successful to see some OKW ala Asiamint, who did very well playing off-meta up intil the final rounds, definitely my favorite player.
If I recall correctly, the casting team pointed out Einstein's saying of “Insanity is doing the same thing over and over and expecting different results.” |
The stuka can seriously damage tank with 400 aoe pen.
Stuka
The Stuka can be very hit-or-miss, because barrages can be devastating (especially to team weapons) but can also be dodged very easily (by infantry). By reducing the AOE damage but adding suppression, the unit’s performance should become more lineair: less wipey but also more reliable. The added suppression should also give OKW a good anti-blob platform. These changes will also make it perform better against emplacements and lightly armored vehicles, while making it worse against tanks.
Rocket AOE nerfed. Rockets now cause suppression similar to the Panzerwerfer
Rocket penetration from 0/0/0 to 40/40/40. Rocket AOE penetration from 200/180/162 to 40/40/40. Deflection damage from 40 to 50 (all identical to other rocket artillery)
Incendiary Barrage moved from vet 4 to vet 1 (with additional adjustments if needed)
Vet 4 replaced with -25% cost of Incendiary Barrage ability
Fuel cost from 100 to 80-90
https://www.coh2.org/topic/106030/sander-s-personal-balance-changes |
You smoke before you move in, obviously.
COH2 101.
MG42, like T70 and other key units feel dirty. Power should be distributed among units of a given timing. Right now, losing the MG42 to an easy flank or even being slightly too late to the right position results in a massive disadvantage because Grenadiers cannot keep up. The T70 for Soviets has a similar role: If it gets trapped into a Teller mine or a Panzerfasut + Pak40 combination attack, the Soviet side is in a difficult disadvantage.
This balance is massively better than COH2's past of gimmicks, but since we're getting another patch we might as well discuss what can be done even better. |
The crazy conspiracy on the streets is that a meta build that starts from minute 0 without any deviation is more stale than the previous iterations of call in meta that started to kick into gear around 8 CP with panic-call ins and heavy tanks. On top of the fact that the heavy tank doctrines had a lot more variety overall instead of being in 1 single commander.
Indeed, good thinking. Reaching the point of being able to call these end-game units is another matter entirely. A lot of things can happen until players have enough CPs, tech and resources. |
the stuka dominates teamgames alot more than any other rocket arty does due to weapon team saturation... the stuka excels extremely well against weapon teams...
No it doesn't, because it is trying to hit constantly moving infantry blobs. In contrast, allied rocket artillery, the Katuysha especially, are very effective against slow and fragile OST team weapons and 4-man squads.
Most large team games devolve into Tank Destroyer + Infantry Blob + Artillery spam, and the allied armies excel in these departments. |
Besides balance, I hope there is a pass to fix broken text strings, wrong tooltips and spelling mistakes.
|
|
Its a strange and rare doctrine overall. This one and the Advanced Emplacements are the only UKF doctrines I don't have. Recovery sappers, the air drops and a special Forward Assembly that can call in various off maps seem situational at first glance but it could be a lot of fun in team games.
I tested it for you as well, scavenging an ISU-152 gives you 19 fuel and 24 munitions, which is great.
Also consider Recovery Sappers have:
- Smoke nades.
- Faster repair rate.
- Free sweeper (does make it harder to vet them up in combat).
- Flares over wrecks when called in.
So there's really no issue with them.
The tooltips give a wildly different picture. It looks like a useful unit in this case.
Really? I thought with the exception of sturms they were the best nondoc engineerunits.
Indeed, UKF Engineers are great, and equippable with various weapons on top of their AT grenade. |
Whenever I go through the patch changelog I am amazed at the amount of broken ideas and mechanics that the player balance team has turned into interesting and viable choices.
For example, not too long ago we had the strange and de facto useless OKW Sturm Offizier that made all your units retreat if the officer model was killed! With last year's new commander balance patch the officer became an actually useful unit that supports your infantry with various abilities. This was an idea that while interesting on paper, failed in practice and it was very clear from a player standpoint what should be changed and fortunately it did.
Another example is all the new commanders from that patch. They are all useful, every single ability and unit they offer, adding interesting new choices for every army. It takes the insight of a player to create that. The people who thought upon these clearly love the game and deeply know its inner workings.
Finally, COH2 is still the most asymmetrically balanced RTS out there. The amount of different playstyles, builds and doctrines for each army is astounding. There's always something new to try. Take a look at the popular Age of Empires series so far: It's always the same gameplay with tiny differences no matter what civilization you pick. The fact that by any metric COH2 with its complexity is so balanced (win rate differences are tiny) is a testament to the work of Relic's developers and the community balance team.
|
Consider going for a strong anti-infantry vehicle to combine with your forces, while taking precautions against their anti tank potential in the early game.
A quick Flame Half-Track or an Ostwind can trap them if they have invested too much in infantry.
As you reach the later stages, both the Sturmpanzer IV and the Panzerwerfer work wonders against blobs.
Finally, it may be easier for you to select a commander with an anti-blob off-map, such as the anti-infantry air attack that can suppress their infantry, found in Assault Support and Close Air Support doctrines. It's an easy counter to the blobs of inexperienced players who probably have no anti-air units. |