如何将愤怒转化为提升我作为装甲教导师玩家的能力

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Company of Heroes 2
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Hello all, today I would like to tell you about how I went from drunk belligerent father levels of anger to laughing my ass off, and in the process learned how to properly play the most OP faction in the game The Background Things have been tough in real life. Many things have made me angry and many things have caused me to lash out at the community. I accept that I let it get to me, but I don't apologise because you're all losers. I have 1.2k hours in the game, and not a few months ago I totally wrote off the OKW as a fun faction. I was tired of having my halftracks bombed by allied artillery that we don't get without doctrine except the (frankly useless) Walking Stuka. I was also tired of my volks squads being melted by penals, the Luchs being obsolete unless you hold the enemy's fuel and upgrades coming much too late (Damn you relic for locking fg42's behind the schwerer hq) I had to go back to the drawing board. I played a lot of brits with the commando land mattress doctrine and absolutely loved it. It was then that I realised my mistake. If even the defensive faction can only be fun with maximum aggression and cheese tactics, maybe I had been too passive with the intended aggressive faction? What I learned So my build order has not changed and is yet to fail me. First, you MUST be as toxic as possible. When someone on the enemy team says 'glhf' or something, ALWAYS hit back as soon as possible with a racial epiphet, demeaning comment and/or generally unsportsmanlike language. This will set you up for the rest of the game, and make sure the enemy knows that you know how to play OKW. Secondly, recognise that Relic has gifted us with the most OP early game unit of all the factions, the Sturmpioneer. He suffers no movement penalty and shreds anything. Did you read that right? Yes I said, no movement penalty. So why on Earth are you using this unit to cap? I cringe every time I see this because Relic also gifted us with the second most OP early game unit, the Kubelwagon. But how can this tin can be considered OP? Well you are meant to build them precisely so your Sturmpioneers dont have to cap (Kubels cap 10% faster by the way), and if you have a good team your Wehr colleagues will know that they can push their pioneers up to secure a building for their mg knowing you will cap behind them. Besides this, the Kubel is great at range and will pick off Infantry Sections easily. Just dont let them get near Penals or Riflemen. Get it to vet 1 then put it behind a building on the middle of the map with the radar ability and your 210 manpower investment will be so worth it. Alternatively, use it to chase a weakened squad - even if it dies it is cheaper than anything the Allies can field so the only units not worth chasing realistically are Rear Echelons and Soviet Sappers. Please note however, killing Soviet Sappers early enough may be enough to trigger a rage quit because of the utter disappointment of having to rebuild them in order to tech. Under no circumstances should you chase Echelons unless they have been upgraded with the nade launcher, to drive home that the enemy player is a moron for bothering with this upgrade Thirdly, and this is the only variation on the build. If you are in an urban map or against Brits go Firestorm Doctrine. For some reason brit players still think that sim city is a viable strategy and it is hilarious beyond measure to watch their mortar spend the entire game braced because you're hammering fire shells on them. Ragequit highly likely here. This is probably the most fun way to play OKW because mp40 volks are a soft counter to conscripts, pre-bren sections and can even hold their own against penals or tackle rifle squads if you've let them get some veterancy. Execution Tell your sturmpioneers to go to the fuel closest to you. If they don't encounter any resistance by the time they hit the vp this means the enemy MG is not yet set up so you have a short window to keep pushing. About 4 seconds in to the enemy territory you should encounter your first enemy totally off guard. DO NOT STOP MOVING. If its a brit player you will find the section cannot stand up against you in close combat especially if they keep repositioning and you will find their mg likely bewildered some metres behind. Again, keep pushing and mince them both. Sturmpioneers will beat anything except riflemen unless they surprise the Americans. Now that you have routed the enemy you can bring a volks squad to capture that VP. You thought the Sturm's job was done? No. Provided you have at least 3 men in the squad help out your nearest teammate or be a pain in the ass and cap one of their objectives. Just screw around with them. If you encounter an MG that is already set up you can bring the kubel in to flank them. Keep your distance and you will win. One thing I forgot to mention, the entire OKW strategy revolves around getting your opponent to ragequit within 10 minutes. If they aren't down at least 1 member by the 10 minute mark you have failed. Next build the mechanised HQ (Or medic if you went Firestorm) and build a Puma. This vehicle will kill any light vehicle the allies field and is even very useful in the mid game. I have run circles around T34's and used the stun rounds to troll Shermans. Honestly, you hardly even need another tank until they bring out something heavier. The next essential thing to understand is that your Volks are fodder. Do not give them STG's. They have an advantage at long range with the Kar98's and they only exist to hold objectives while every other unit harasses the enemy constantly. Besides 2 STG's are not even good enough to make it worth it in close combat, especially against BAR's, SVT's, Brens etc. If you lose one or two don't sweat it. Let them get cocky. Remember as well that after every major squad wipe (2 or 3 squads, or your early infantry +mg wipe) encourage the enemy to surrender. This is essential to demoralise the enemy. If they persist past the 10 minute mark they are only delaying the inevitable. Be totally ungraceful in victory as well. Weaknesses This playstyle has only three weaknesses. 1. OKW commanders more broadly suffer from a lack of call-ins. The falshirmjager doctrine should be used on maps where there is likely to be a late game slog fest because you get a decent loiter and 'for the fatherland' is an ok rush buff. This is why I usually pick this doctrine on Lazernath Ambush. 2. Soviet players have realised that maxim spam sucks and have switched to penal spam. This is bad news for OKW players. The only counter to the 'ragequit in 10 mins' strategy is penal spam. Similarly, 6 man paratroopers with thompsons are completely broken and will ruin your day regardless. 3. Having to back tech for meds is annoying. If you are playing with another OKW who went med base first then make sure to visit there when you reinforce, otherwise pray your Wehr colleague has built a bunker. Don't back-tech until you know you are in a very safe position By very safe I mean certain that the enemy team is about to quit or surrender from being spanked too hard And that is it. I hope you enjoyed this guide and found it useful. I hope this inspires a whole new generation of OKW players to back me up in future. Remember, stay toxic! Tears of the Vanquished Coming back to this guide as i've started playing COH2 again. Thought i'd chronicle some examples of the strategy working as proofs of how overpowered the strategy is.

图1:我开着桶车一路追着他的狙击手到出生点。他肯定没料到我会这么执着,但我的桶车只要210人力,而他的狙击手要360人力。我当然要追。游戏基本4分钟就结束了。这么早损失360人力根本无法挽回。一定要追狙击手,尤其是很多玩家会选择软撤退(也就是移动他们而不是按撤退键)。他们移动时无法开火,也不会隐蔽。直接射击他们就行了。

图2:我有幸与另外两名极具侵略性的国防军玩家组队。如你所见,我们在4分钟内就取得了全地图控制权,之后他们的攻势开始减弱。

图3:这是我要发布的最后一个例子,但这是一个充分体现使用风暴突击队(Sturmpioneers)阻止盟军方占领建筑价值的典型案例。我迅速抢占了油料点的主建筑,并在那里牵制了对方两个惩戒营(Penals)小队,因为对方一心想让自己的小队进入该建筑。他甚至浪费了45弹药试图用炸药包把我炸出来。当我的风暴突击队血量较低时,我就把国民掷弹兵(Volks)小队换进去,如此循环往复,直到他放弃并退出游戏。其实他本可以从两侧包围建筑(并且用一个惩戒营小队在我旁边抢占油料点),那样我可能就麻烦了。另外注意,当我觉得这对他来说变得很恼人时,我发了个【BM】(垃圾话)。这绝对是导致他5分钟后退出游戏的原因之一。