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    Company of Heroes That's not a SU-76......

    Company of Heroes That's not a SU-76......


    That's not a SU-76......

    Posted: 05 Apr 2020 04:07 PM PDT

    1300 hours in, the OKW still needs work.

    Posted: 05 Apr 2020 03:40 PM PDT

    Edit**

    I tilt posted after losing several games the last few days. Fortifications is not META at all. I typed this out without glancing over it after.

    My player card is included in the comments. I removed my little game rant as the outcome of my last few games has no bearing on the balance discussion.

    For reference, I have 1300 hours in the game, and I am a pretty consistent level 17-18 player.

    I just got out of a very close game where I had dominated both fuel points on the map for the first quarter of the game as USF (1vs1). The player still fielded a luchs + puma while I was getting my first stuart out.

    Later, my medium armour was melting like butter, and my zooks were not penetrating. As usual, the last few minutes of the game was me holding on for dear life as the axis player slowly withered away at my army.

    I won, but it didn't even feel like I had. The player still flamed me saying he's better than me lmao.

    The allied factions are always characterized as "combined arms".

    Most allied units are mediocre at everything- they are meant to be versatile, jack of all trades units that excel in nothing.

    Well, in my experience, that simply translates to more micro. Allied units need to be managed constantly during battle in order to be effective, and throughout a standard game, this can become extremely tiresome to most players.

    Due to the nature of OKW's units, it is nowhere near as micro intensive, and thus less mentally taxing.

    Here is the summarization of my arguments:

    If allies don't dominate early, OKW player snowballs and the game is already over.

    If allies dominate early,the OKW player still has a perfectly good shot at coming back.

    Changes should be made so even if the allies fall behind early, they have a fair shot at a come back too, which isn't the case

    Here is my opinion on why the OKW feels this way:

    They are extremely straight forward, and have no actual variety. OKW has one unit dedicated to a very specific role, and they are damn good at what they do. The allies, again, have a wide variety of comparatively mediocre units that can't do anything that well.

    OKW is given everything and is not dependent on doctrines the same way allies are. This is why a doctrine like fortifications is meta for OKW.

    OKW has overwhelming early game domination- to give emplacements and defensive structures (and the cannon hq) to a faction like this is beyond logical reasoning. They can capture ground early, then hold it very well.

    Their baseline infantry units can build sandbags, flaks, trenches, a fucking Pak 43 gun and LeFH arty. You gave the most aggressive faction in the game, the ability to turtle and turn completely defensive, which is something even the British, who are defensive by design, can't do nearly as well, without sacrificing ANY of their offensive power. Meanwhile, the USF can't even lay mines without doctrines.

    OKW still maintains their insane dominance and given that they'll take most of the field and strangle the enemy for their resources, they'll have PLENTY of supplies to work with creating that impenetrable defense. So much for late war Germany.

    Isn't the whole point of OKW high quality, but expensive units?

    Seriously, it is nonsensical to me why OKW can dominate the map early, build defensive positions to hold them, and build them for readily at low cost.

    If I dominate early as the allied faction, I needed to have SERIOUSLY outplayed the OKW player, and even then, the game is a maybe for me. How infuriating is that?

    How do we fix it?

    I'm not gonna bother going into each individual unit level nerfs- however, I will say this.

    OKW needs their early game toned down to account for their strong late game and territory holding ability.

    OKW's defensive capabilities must be stripped.

    or, OKW late game needs to be adjusted to allow allied factions to work on a bit of a come back.

    submitted by /u/DontFuckUpKid
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    There are two paths to victory, Kamerade.

    Posted: 05 Apr 2020 05:14 PM PDT

    At what time do you typically lose the majority of your games.

    Posted: 05 Apr 2020 07:33 PM PDT

    I'm hoping this will show us what timeframe is the deciding factor for most games.

    View Poll

    submitted by /u/Paradox-ical_Major
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    Are the SVT's actually an upgrade?

    Posted: 05 Apr 2020 09:03 AM PDT

    I mean, isn't 7 man conscripts just better? I get that you might have an edge on the early game but is such a commander worth it becouse it doesn't give you any late game abilities appart from the antitank rockets wich are good but not incredible and paratroopers wich are also good but they bleed hard specially when axis has very strong doctrinal infantry, also it's not like you have nothing to do with your ammo as soviet. Early flamethrower, minesweeper and ability usage seem better than getting 1 or 2 SVT's packages and not being able to go 7 man.

    submitted by /u/Biebbs
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    Observation

    Posted: 05 Apr 2020 01:17 PM PDT

    As Ive been playing online the past couple of weeks ive noticed a lot of gripes about Axis Armor and infantry, and while i agree axis equipment is effective. it is also super expensive. Compare this to less effective but more reasonably proced allied stuff. Its really just a numbers game.

    For example as a USF player, I can afford to lose a couple shermans, knowing that I can continue to pump them out. Whereas if I play the germans, and lose my tiger or even a panther I will be in a great deal of trouble. The allies Don't need the best equipment, they just need a lot of what they already have. Which is why you get soldiers on that fuel ASAP, doing this will deny the ability for axis factions to rape you with panthers, and all their other good shit. It also allows you to overwhelm them with your cheaper gear.

    An example of this would be in the early stages of a 4v4. When playing mechanized, I can easily hold down a fuel point with a rear echelon squad, and a rifle squad supported by two wc51's. Combine this with a well Microed ambulance and your forces no longer need to run away. It also gives you the resources needed to throw more units onto the field.

    One more thing. If you decrew german equipment early game, take it. Don't complain how OP it is. Instead, use it against the goosestepping bastards. Or if you're russian, demo it, so that way when they come to pick it back up you can eliminate the crew, the weapon and whats left of the squad who recrewed it.

    Just some food for thought.

    submitted by /u/iheath99
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    Question in regard to the OKW Sturmpioneer minesweeper upgrade.

    Posted: 05 Apr 2020 09:51 PM PDT

    The OKW Sturmpioneers have the option to upgrade to the minesweeper, which also gives them a small boost to their repair time, however, I was wondering if this repair boost was applied only when they have the minesweeper out or is this bonus still applied even when the minesweeper is put away (you are able to toggle their minesweeper on/off)? I am asking because I couldn't really find any information pertaining to this question.

    submitted by /u/Wunderwaffels
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    Quick Question

    Posted: 05 Apr 2020 08:46 AM PDT

    When does relic usually do it's free game giveaway? Also, does the giveaway include all DLC too?

    Thanks

    submitted by /u/Timfizz
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    Hypothetically, what would happen to Soviets if Flamethrowers could no longer shoot out of scout cars?

    Posted: 05 Apr 2020 07:22 PM PDT

    Any tips to counter assault Gren spam? (UKF player)

    Posted: 05 Apr 2020 05:39 AM PDT

    Just as the title says. They're a pain to deal with in the early game. No half tracks, they charge through my crappy vickers, they close the distance when infantry is in green cover. All I can think of for in early game is using the light tank but that cancels out the bofors which I want. (Plus they die easy once Panzer Grens get the AT upgrade) Any advic?

    submitted by /u/cool_anime_dad
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    Why do the Brits have the worst recon and intel gathering abilities in the game, when they had the best in real life?

    Posted: 05 Apr 2020 09:59 AM PDT

    It really doesn't make sense to me, the British were known for breaking the German Enigma codes that shortened the war by 8 years and creating the first radar systems, yet they almost have the worst recon and intel gathering in the game. The Russians get access to Spy Network and Radio Intercept while the Brits don't which I think doesn't make any sense at all.

    submitted by /u/St0neyTec
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    Do the Obersoldaten need a rework?

    Posted: 05 Apr 2020 06:33 PM PDT

    I've been playing the OKW for quite a long time now, I practically main them now. One thing, that I have seen and that has been bothering me throughout most of my games, is how the Obersoldaten rarely see any actual use.

    Most OKW players only deploy them when they're sitting on tons of spare manpower, and I can see why: The Obersoldaten can be considered to be quite a niche unit due to their late arrival into the game, lacking versatitility (They have no AT capabilities) and extreme vulnerability to explosives.

    The Obersoldaten only stand out in their ability to pummel most Allied infantry. And even then, their jobs can be done just as well if not better by vetted up and upgraded Volksgrenadiers or Panzerfusiliers (Vet 2 or 3 at least), which arrive earlier and are more versatile, all at a lower manpower cost.

    Then, there is the problem that the Obersoldaten never see anything unique added for them in most of the OKW doctrines (Except the Infrared STGs in Spec Ops and Grand Offensive), they are mostly ignored by both the playerbase and the developers.

    TL:DR - The Obers arrive too late and only serve one purpose which can be done better by other vetted up infantry at a cheaper manpower cost and have a crippling weakness to explosives which make them unsuitable in mid to late game, when the enemy likely already has tanks and/or the hostile infantry is spamming explosives and lastly lack anything unique in most doctrines the OKW has.

    -What do you think, do the Obersoldaten need to be fixed so they can see more frequent use, if so, how? I'm hoping for some good answers and debates down below.

    submitted by /u/FilipTheCzechGopnik
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    I don't remember RP-3 rockets having this much explosives packed in them

    Posted: 05 Apr 2020 03:41 AM PDT

    Why...

    Posted: 05 Apr 2020 10:19 AM PDT

    I am a huge USF player and i generally run mechanized, and Heavy calvary. So anyhow Im playing a 2v2 with my brother against some Wermacht players right, and an hour into the game we've managed to kill 4 tiger aces. So why is it that no matter how many times you kill the same units over and over. Players will continually try to use the same tactics, and won't change anything.

    Im not complaining In fact my vet 3 rifleman, and wc51's appreciated the continual sacrafice of axis armor.

    Side Note: WC51 Spam with rifleman carrying zooks is pretty damn effective late game against axis tanks that decide to dive. Arty ability is also a nice touch.

    submitted by /u/iheath99
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    [Opinion] Wehrmacht is a gimmicky faction with serious issues

    Posted: 05 Apr 2020 04:28 PM PDT

    Alright, this is a mix of a rant an some issues with the game that I have.

    So, I think Wehrmacht is the worst faction in the game on a design level standpoint. All of it's commanders are weak, and have a lot of bonuses that just... let them use units OKW has anyways.

    Almost everything the faction has is sub par, besides its bunkers, at guns, and mortars. And of course, the MG42, which I think is the cause of most issues with the faction.

    Grens are weaker than almost all infantry, which gets worse in the late game.

    Their elite infantry isn't as good as obers, and isn't as versatile as allies elite infantry.

    Stugs are very, very easy to out micro with almost all allied tanks.

    The panzer 4 is a good tank, but worse than the OKW version.

    Ostwinds are just a meme

    Panthers are good, but OKW has those as well.

    The rocket arty is good, but worse than the Stuka that OKW has.

    Brumbars are also just memes.

    So, why should you even bother playing Wehrmacht? For one simple gimmick.

    The MG42 is the best MG in the game hands down, and can obliterate allied infantry that come across it, suppressing them in 2 or even 1 volley of fire.

    And if they get it in a building, thats it. And points near the building are near impossible to cap.

    Bunkers do this as well, but they arent nearly as good as the MG42.

    Getting the MG42 at base level means that they can pull this gimmick off far more often too.

    But the gimmick is easy to outplay in most situations. In 1v1s, allied players can just go to a different part of the map, or if they're soviets, do the flamethrower scout car combo which basically takes the gimmick and snaps its spine in half.

    So what do we see in 1v1s? Wehrmacht preforming very poorly, laughably so against soviets.

    But in 4v4s and 3v3s, the gimmick is easy to pull off, letting them lock down territory, and then use their powerful mortars and at guns to hold said territory, making them infuriating to play against unless you have a soviet on your side to do the flamethrower scout car trick, but going T1 in large team games forces you to backtech to get AT guns for the late game, so thats not a great idea either.

    So, at the end of the day, I think the Wehrmacht needs some buffs to its infantry and midgame armor, serious buffs to its base infantry, mild nerfs to the Pak 40 and MG bunkers, and a large nerf to the MG42, to allow this faction to play like a real faction, instead of one that relies on a silly gimmick.

    submitted by /u/OldSchooler22
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    When RNG God is on your side

    Posted: 05 Apr 2020 12:51 AM PDT

    Help me understand Engineer with flamethrower

    Posted: 05 Apr 2020 09:40 AM PDT

    So people usually use flamethrower but I don't. Because I don't use my engineer as a combat troop. How effective is flamethrower anyway?

    submitted by /u/mprougth90
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    Getting bombed in my own base.

    Posted: 05 Apr 2020 12:14 AM PDT

    What is the counter to an enemy using arty guns to bomb my own base? I cant replenish my own troops because when I go back they get wiped instantly. I cant repair my tanks because the engineers get wiped by a single shell. It's really making me sick of the game when I can't even play and am stuck inside my own base.

    submitted by /u/HansZwiefelhofer
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