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Like, absurdly ridiculous. It also seems that the axis AI is a little clueless about the new units, but that's getting nitpicky...
The axis could use some more effective AT options. Specifically, Armor based anti tank. The only units that fit that bill come out really late in the game, when Allied tank spam is at it's peak. Maybe revert the StuG into something AT and/or move the Jagdpanther down a tier?
Fair enough, though most likely it's the AIs, since AI in CoH2 (Most noticeably on Hard and Expert) get an unfair boost in resources. There are a few tuning packs and/or win conditions that addresses that issue and could bring it down to a fair level.
Though yes, I did have plans to try and tweak the AI eventually once I finish the specializations for all the armies. Its a little new for me, so I can't promise quick, effective changes. Might take a while for me to get them right.
As for AT, yeah, I did notice that the need for AT is higher recently, so I will try and tweak a few existing units to better have AT capabilities or add some new stuff here and there to address that concern.
Thank you for sharing your thoughts! Apologies for the inconveniences the mod may have caused for you!
Psg-44's medium and long range performance is too bad... I don't know why this rifle is worth 65... As for panzergrenadiers, it's almost for anti tank in this mod
Axis has one advantage that seems pretty much impossible to overcome early on: The Baumeister.
I am pretty sure this is unintended, but the Baumeister is the best early game scouting tool ever. Not only can you see where the enemy is and what units he is making without fear of retaliation, but you can also use it to scout for a sniper and/or an early MG, allowing axis players to dominate the early game unless the opponent opens with a lot of Guards. The self-repair ability makes any early AT grenades nothing more than a waste of precious, precious ammo.
This scouting also hard-counters the only good early-game unit the USF have, the Shotgun team. (Riflemen get absolutely rekt by both grens and volksgrens and the only thing that helps early on is volley fire support)
Using the obstacle removal charges to deny the enemy cover in an engagement or to harass enemy units (it can actually kill models of squads without AT!) can be surprisingly powerful if you have the APM. 1 dead brit is a big deal early on, especially with sniper follow-up.
All this allows the axis player to quick-tech into either chemical warfare or heavy infantry and start putting out heavy grens or chem-grens, both of which can wreck pretty much everything out at that point in time. Notably, they easily beat the inevitable early light vehicle baited out by the Baumeister. With proper support, they can carry an entire game.
Chem-grens in particular seem very strong against everything except close-range assaults from stealth, but if you except those, you can sweep notable cover using attack ground pretty quickly. The few non-stealth infantry units that can take on Chem-grens are generally game-winningly good targets for mind control rounds. A lot of larger-caliber close-range high explosives are easily dodged using the sprint ability, making artillery one of the only semi-reliable counters to chemgrens. They are very, very powerful for their cost and as much as it pains me to say this I think it would be better if they were nerfed.
The problem is only compounded by the fact that heavy grens and heavy pzgrens also recieve this upgrade. Combat Mobility Teams getting a fifth member also means a *fifth* mortar auto-firing without deployment time, and their mobile HMG equivalents become ridiculous as well. There is little reason to pick any other commander.
Luckily, neither Wunderkämpfer nor Super-Pzschreck Teams recieve this upgrade.
By the way, crewing one of those semi-auto AT guns or an HMG with a squad of heavy grenadiers is hilarious. I dont think I need to explain why.
The Luftwaffe stealth bomber is way too quick to dodge for pretty much all infantry
Because of the relative price, there is almost no situation where you would choose to produce a Wunderkämpfer squad normally instead of dropping it from orbit if you can
It seems pointless to get any AT gun or inf-based arty other than the mountain guns as soviets.
USF Delta Forces and their soviet Spetznas counterparts seem to outclass almost all other inf of their factions, being able to fill an AT role well without compromising on very good anti-inf power compared to other units of their factions.
Allied light vehicles have little place in many 1v1 matchups, seeing as all axis infantry can penetrate them easily, MG42s shred through them, Wehrmacht Pzfausts stun them and Hydras kill them in a single volley.
Similarly, most axis light vehicles will fall easily to the token AT the allies have to make anyways to zone out the Baumeister scout, since they can get snared by cloaked shotgun teams and buttoned by guards (who perform really well against axis infantry given that they use the old and accurate PTRS that can act as a DMR of sorts). I do not know the UFK well enough to judge their effectiveness vs early axis vehicles. Either way, axis vehicles delay a quick spec, which is one of the most powerful strategies the axis can use.
But I feel like the Flame Troops for the OKW Zombie Spec is kinda OP? Is there something I am missing with how to counter them or the best way to deal with them? It seems to me that if you have a bunch of flame zombies backed up by a couple hydras you will never have to worry anything the enemy has to throw at you?
so im thinking if we can put allies' tech upgrade a little earlier?