why does a 152mm Howitzer with either HE or AP ammo not penetrate a Tiger II?
Because balance. Back when it was anti everything, it was too strong. Though I do feel like it could do with some deflect damage, as its frustrating having bounces with such low reload and ammo swap.
And why is it possible to dual shot a regular shell and the ability shell at the same time?
I thought this was fixed, I've not been able to do it in ages so
And why does the howitzer not deal consistent damage against non moving targets?
HE with attach ground is your friend vs infantry and support weapons. Its very strong when used this way.
And get penetrated by raketens while the 88mm Pak 43 does not penetrate its front?
Raketan is an AT gun, if it never penetrated a tank* then something would be wrong. Also I dont think its possible for the PAK43 to not penetrate the front of an ISU (though I'm unsure how to calculate far pen).
Yeah, babysitting your paper Armor vehicle sounds like a great idea. Edit: this was sarcasm, of course you have no alternative choice but I think the UC's self repair would be a great addition to the kubel instead of forcing your Sturms to follow your Kubel or at least be very near by it in order to quickly repair it and get it back into the fight.
If its too much work, don't build it.
I mean your Sturms can be busy providing pressure elsewhere, or building, or laying mines, anything really, and you usually don't have another free Sturm squad in the early game in order to follow the kubel plus, you're going to be outnumbered most of the time if we're honest here. You need more self-sufficient units, not less.
I guess you were not very good at maths, since rifles cost 280mp per squad and volks cost 250mp, never mind having a higher reinforcement cost. If you are being outnumber vs US (or brits) as OKW then you are doing something wrong.
Retreating makes you lose ground, I am not saying that it's viable leaving your squad there to fight to the last man but it's really a battle of wits on who's gonna retreat first most of the times, however you being an Axis player you will most often have to retreat first.
If you place your squads poorly, then ofcourse you will to retreat first because the other person outplayed you. If you run a long range squad into point blank then you deserve to retreat first because you fucked up.
And finally, maybe you just got a vehicle out and can't babysit it so you just tell it where to go on the minimap and go do something else, what's your fault that Relic implemented bad pathfinding and made vehicles prefer to go on roads most of the time and not on a direct path (if possible and there is no obstruction) to a target?
RTS games are about controlling units and managing them. If that is too much for you then go play minecraft or something.
Again, I don't see any suggestion on how to hold ground as OKW early game without a Tier 0 MG, the old system with the MG34 being doctrinal was much better as it allowed you to call in MGs much faster than now.
I wasn't offering you any help, I was responding to the OP. If you are not able to hold map control, that is not the game or factions fault but yours. Maybe you are not good enough for 1v1's or maybe the opponent is better. Maybe you should go ask any of the top players on the OKW 1v1 leaderboard how they do it or even watch streams?
You can whine and cry all day that the game is too hard and you have to click too many buttons but you can either deal with it or gtfo. If you play in the most competitive game mode then that is just life.
If you prefer to can 1v1 me as US and I will play OKW. Because US is so OP and OKW so UP it should be simple right? Since its only balance affecting it and 0 to do with skill and knowledge of the game. I look forward to it....
OK so first off, apologies for the huge wall of text but I've tried to be detailed to help you. I did watch the second replay. There are a few things that affected the battles but sometimes rng won. Rifles are a more expensive squad so they should generally win. Anyway..
1. Riflemen and RE outclass Volksgrenadiere and Sturmpioniere early on. Even with the best micro Volkgrenadiere have no chance against Riflemen no matter what range. There is no AI option early game for OKW. No sniper, MG, Mortar etc to counter. This allows USF to control the map early since in order to beat one of their squads you need two Volksgrenadier squads.
RE are generally pretty poor in combat vs most things. SP will wreck them hard majority of the time. The only real instance where they wont is if the US player uses volley fire, but volley fire is questionable at best since the RE will take more damage while using it. If they fail to suppress the enemy unit before it runs out, it will mean death for the squad.
2. Sturmpioniere can´t reliably 1on1 Riflemen unless you ambush them.
SP are a combat / repair unit where as rifles are strictly combat generally speaking. SP will do decent at close range but if they have to close a lot of distance then they wont fare well, but thats the same with any unit designed to do damage at close to mid range. See further down in the replay specific section for help with that.
3. Kübelwagen die super fast against USF more so than any other faciton. Now maybe it is just me but RE do so much damage to Kübelwagen. If you shoot at a RE squad with Kübelwagen you can maybe kill 1 or at best 2 models before being almost completly destroyed.
The Kubel is designed to do light damage, cap and scout. Oddly REs do more damage to the Kubel than rifles do, so its better to engage rifles rather than RE's. One of the main strengths in the Kubel is the fact that it doesn't bleed your manpower, but it bleeds the enemies. If you keep it alive, its a really strong tool in the early game. Fight a squad take a model or two down, retreat for repairs (I like to keep my SP nearby) and then go back in for some more.
4. Luchs and Stuart hit the field at roughly the same time. Luchs is the only chance you have to effectively kill USF infantry but is countered by the much stronger Stuart. If you go for Puma you can counter Stuart but have nothing AI while Riflemen eat your Puma with their bazookas and Riflemen rifle grenades.
With proper use of cover, Volks do OK vs Rifles, esp with the help of SP. A lot of the strength of the Luchs / Stuart comes with timing, depending on who held which points for how long and manpower bleed. The Puma is still OK at killing infantry as well. Regarding bazookas - your first replay only had one which was from the captain. Again a lot of it comes down to timing. Even if you have a luchs and he has a Stuart, you can bait the Stuart into chasing your Luchs and have an AT gun hidden nearby + a faust to kill it. People get greedy
5. Riflemen can lay mines. That means that it is super easy for USF to mine the map since they have multiple Riflemen squads at the same time while OKW can only mine with Sturmpioniere which also need to repair tanks and help your infanty fight.
USF not having mines as standard is pretty poor generally. Only 2? doctrines have this ability. I explain later but you really need to get sweepers once you hit the 1st mine. If you sweep his mines after that hes just wasting munitions. Aside from not having a shreck, there is no downside to getting sweepers on SP. You should also place your own mines as well. Hitting mines after the first couple and not buying sweepers isn't anything to do with USF's ability to place mines, but your lack of adaptation to the game.
6. OKW MG is a horrible piece of trash that needs to be buffed. It is amazing how bad it is when trying to control USF infantry. USF MG is again much better.
While the MG34 isnt strong compared to other MG's, it is cheaper and can still be used as a suppression tool. Placement is the key to MG use. If its placed poorly then it doesn't matter how good it is, it wont
be effective.
7. That USF mortar. Enough said.
It is too strong, but its being adjusted in the WBP.
Whenver I play OKW vs USF I feel like my opponent has a super easy time to fight me while I have to come up with lots of tactics to even stay in the game and get a single medium-tank out. It feels totally unbalanced. And the worst is: Often times you can just tell that the USF player has no skill at all and beats you just because his god damn riflemen and Stuart are way better than their equivalent.
I'm sorry to say but at least in the first game, I didn't see much evidence of US having a clear advantage. Sure some aspects of them are stronger, but some are weaker and there were mistakes made. See below in the spoiler for specific things to do with the 1st game.
Some general tips:
Keep SP (Sturmpios) near the kubel for fast repairs. The kubel is a great unit early on because it can kill models (cause manpower (MP) loss for your enemy, while losing none your self, assuming the kubel doesnt die. Being able to retreat it and quickly repair is very strong in the early game.
Oddly RE do more damage to kubels to rifles, so you are usually better off engaging a rifle squad with it.
Always sit squads in cover when capping points, just in case they are attacked as it will give them an advantage.
Use attack move order when sending squads around the map. They will stop and fire whenever they see an enemy. This avoids squads running up to another trying to cap a point and should have them at max range initially in engagements, giving you a better chance to win the fight.
Cover doesn't work from 0-10 range as units ignore it at this distance. Bear this in mind as sometimes running into cover if you are already very close serves no benefit.
Mines win games. Even if they are wiping only a few models at a time or stopping a vehicle from pushing, its enough to win fights and entire games. Always try to be planting mines, especially in random places and not always obvious ones (eg roads). If they enemy is sweeping them all the time, then perhaps not a great investment but they might not always have a sweeper around. Really useful for protecting MG or AT gun flanks.
If you cant win an engagement, there is little point staying as you will take more damage / bleed than the enemy will. Sometimes it is better to just retreat and fight another day.
Avoid roads if the enemy is using mines, as they are perfect spots.
Have stuck the specific tips about the 1st replay in a spoiler as it is quite long.
I hope this is of some help. 1v1 is much harder than any of the team games and there is a lot to learn with this game so it does take time.
If you don't already, its worth watching some of the top streamers. You can learn a lot by watching them.
He has doubt that you're a good player, that's why they ask for either a playercard or replays so they can tell you how much you suck and need to improve and that your topic is nothing more than a l2p issue.
That's the coh2.org 1337 mlg pro competitive community for you, tell you you suck, instead of pushing for actual change so lesser skilled players can also play a relaxing match instead of always trying to be the best at a fucking online internet game.
I'm afraid to say that the outcome of the first game had very little to do with USF vs OKW balance. I just spent the best part of an hour watching his replay twice and writing a lot about it, which he can use to hopefully improve his gameplay and give him a better chance of winning. What have you done to help him except whine? Your post was largely useless and in some cases wrong.
The game is balanced around 1v1 because its near impossible trying to balance it for any other game mode. Balancing so you can have a relaxed game is quite frankly stupid. Go play vs the AI or other people who wants a relaxed game and leave auto match (or specifically 1v1) alone.
If you genuinely want help (which you don't) then upload the replay. If you are here to cry x is op then that belongs in the tears section not balance.
From my fairly limited play of the WBP, penal nerf is justified and they are still pretty strong, although I feel like satchel damage vs vehicles is on the low side. It it designed only as a snare?
Oh, so now walking stukas are best against british emplacements huh? This is actually funny.
It works in my <100 rank games. I know at your level you probably don't know your left hand from your right but, that is not a balance issue I'm afraid. Your lack of knowledge and skill doesn't automatically make you right.