Pros and cons. Scott is extremely vulnerable to AT of the lightest variety.
And the Scott also isnt in a ball punching fuel sapping Tier.
Posts: 1637
Pros and cons. Scott is extremely vulnerable to AT of the lightest variety.
Posts: 708 | Subs: 1
Posts: 1970 | Subs: 5
Posts: 8154 | Subs: 2
if the pack howitzer is balanced the soviet heavy mortar must be pretty OP.
Posts: 84
Posts: 84
if the pack howitzer is balanced the soviet heavy mortar must be pretty OP.
Posts: 17914 | Subs: 8
if the pack howitzer is balanced the soviet heavy mortar must be pretty OP.
Posts: 2561
If I am not mistaken, it is the only USF team weapon that has a six-man crew (opposed to the OKW, which has no six-man team weapons), which I believe is a paramount factor to its survivability on the field. Besides the fact that I heavily advocate the revamp of the entire teching system (pricing and initiation time) for COH2 as a whole, I think that a short-term fix could possibly be decreasing the build-cost of the USF Pack Howitzer (and potentially its reinforcement price if necessary), decreasing its crew size to four (or potentially five) men, and possibly tweaking the veterancy perks for the OKW Infantry Support Gun, so that they both scale well the entire duration of their usage as their intended role (an indirect support weapon). If anybody would like to agree/disagree, and elaborate to why, feel more than free.It has 6 men but needs at least 3 to function. Which means it effectively has 4 crew since if it drops below 3 it will automatically be decrewed. Reducing it's men would make it extremely vulnerable to even a single hit. It also provides no cover for the models.
Posts: 1664
Posts: 1304 | Subs: 13
My guess is that no one in this thread has really played with the Pack Howitzer enough to know if it is actually good or not but actually called it in less than five times, tried to put it really far forward on the battlefield and forgot about it then got mad when it got wiped by a single infantry unit.
Talk of crew size is moot since you shouldn't EVER be losing models from it if played correctly.
Posts: 1664
Posts: 4301 | Subs: 2
My guess is that no one in this thread has really played with the Pack Howitzer enough to know if it is actually good or not but actually called it in less than five times, tried to put it really far forward on the battlefield and forgot about it then got mad when it got wiped by a single infantry unit.
Talk of crew size is moot since you shouldn't EVER be losing models from it if played correctly. (edit) because it should always be close to your Ambulance and Major to help vet him up.
The REAL thing that would help this unit is swapping it back to its pre-WFA release spot: in Lt. tier swapped with the .50 HMG
Posts: 4301 | Subs: 2
Posts: 1664
Posts: 4301 | Subs: 2
Posts: 2181
Posts: 1664
idk. im just wondering if 480mp is worth it when 240mp counterpart is only marginally worse on paper and actually do better most time in real game.
Posts: 151
Posts: 1664
Some games I literally have the Pak Howie wipe 5-10 sqauds, while other games it barely gets 5 kills.
You have to be Lucky for it to actually be effective, like most indirect fire weapons I guess. Its just it costs an arm and a leg and is in captain tier, which makes it unfavourable.
Posts: 4630 | Subs: 2
Range and AOE are they key here. If the axis are making multiple setup teams or an aggresive truck you can pound on them with the Pack Howi.
92 | |||||
31 | |||||
21 | |||||
14 | |||||
8 | |||||
163 | |||||
14 | |||||
8 | |||||
6 | |||||
2 |