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russian armor

people use strange logic on panzerschreck.

26 Apr 2016, 16:35 PM
#61
avatar of RMMLz

Posts: 1802 | Subs: 1

jump backJump back to quoted post26 Apr 2016, 16:13 PMAladdin


Ur feelings are not correct, unfortunately.


I have no objective evidence, I think the projectile is different and it hits terrain and other obstacles more. About the response time, its godawful.
26 Apr 2016, 18:10 PM
#62
avatar of Aladdin

Posts: 959

jump backJump back to quoted post26 Apr 2016, 16:35 PMRMMLz


I have no objective evidence, I think the projectile is different and it hits terrain and other obstacles more. About the response time, its godawful.


I don't wanna seem mean or unfriendly, but to be honest, ur playercard shows u have played zero games at least in automatch during the last month! and if by response time you mean the aim time, it actually has very short aim time which is one of the advantages of it.
26 Apr 2016, 18:12 PM
#63
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post26 Apr 2016, 18:10 PMAladdin


I don't wanna seem mean or unfriendly, but to be honest, ur playercard shows u have played zero games at least in automatch during the last month! and if by response time you mean the aim time, it actually has very short aim time which is one of the advantages of it.

Maybe he's just been playing that "balance mod" for the past month? :snfPeter:
26 Apr 2016, 18:34 PM
#64
avatar of RMMLz

Posts: 1802 | Subs: 1

jump backJump back to quoted post26 Apr 2016, 18:10 PMAladdin


I don't wanna seem mean or unfriendly, but to be honest, ur playercard shows u have played zero games at least in automatch during the last month! and if by response time you mean the aim time, it actually has very short aim time which is one of the advantages of it.


I haven't actually, except a couple of customs, have been waiting for a patch -not simply for balance but to see things refreshed- but I don't recall any changes regarding the Puppchen. But in my experience, raketen has issues. I haven't used it in a long time granted (haven't played OKW for about 2 months), but I still remember some issues.

Anyways, only because the OKW was cancerous for quite some time, doesn't mean that it has to be the trash it was a couple of patches ago. It's not like "Let's take revenge on those sons of bitches for blobbing volks".

And no, I haven't tried this mod, that's why I'm not commenting on its content. I'm only talking about some issues regarding this particular unit. And I'm not even commenting on Volks and the removal of Schreks, I'm simply commenting on Raketen, and its known balance and technical issues.

Don't wanna go Off-Topic so if you still don't agree with me, then lets agree to disagree.

26 Apr 2016, 20:04 PM
#65
avatar of insaneHoshi

Posts: 911

jump backJump back to quoted post26 Apr 2016, 18:10 PMAladdin
and if by response time you mean the aim time, it actually has very short aim time which is one of the advantages of it.


Um the rakken has 3 times the Ready aim time of other AT guns. so there is no 'advantage'
26 Apr 2016, 20:12 PM
#66
avatar of ofield

Posts: 420

I would like to give Schrecks to sturmpios, but do additionally adjustments to pios inorder to avoid sturmpio anti everything schreck blobs.

- Sturmpios start with kar98 (Grenadier weapon profile)
- drop manpower cost to 280, but keep pop at 9
- Schreck upgrade (90 ammo) for 1 schreck
- Combat utility upgrade (50 ammo) for 4 STG44 + mine sweeper + demo charges

Schreck and utility upgrade would be mutual exclusive. Together with the upcoming schreck inf dmg nerf the sturmpios would provide little AI and be more fragile than volks while more expensive to reinforce.

This would put sturmpios into a specialist role while volks would play the general combat role.

26 Apr 2016, 21:01 PM
#67
avatar of ZombiFrancis

Posts: 2742

jump backJump back to quoted post26 Apr 2016, 18:34 PMRMMLz


I haven't actually, except a couple of customs, have been waiting for a patch -not simply for balance but to see things refreshed- but I don't recall any changes regarding the Puppchen. But in my experience, raketen has issues. I haven't used it in a long time granted (haven't played OKW for about 2 months), but I still remember some issues.

Anyways, only because the OKW was cancerous for quite some time, doesn't mean that it has to be the trash it was a couple of patches ago. It's not like "Let's take revenge on those sons of bitches for blobbing volks".

And no, I haven't tried this mod, that's why I'm not commenting on its content. I'm only talking about some issues regarding this particular unit. And I'm not even commenting on Volks and the removal of Schreks, I'm simply commenting on Raketen, and its known balance and technical issues.

Don't wanna go Off-Topic so if you still don't agree with me, then lets agree to disagree.



Hey my playercard is total balls since almost all my 1v1 and 2v2 games are custom matches with friends. There's only so much merit to be had from playercards.

But then again, I make absolutely no claims that I am a particularly skilled player. I'm not a student anymore and don't have the daily 6-8+ hours to devote to honing my gaming skills to be considered 'pro'.

I think the highest I ever achieved in the leaderboards was like, 250? 300? I remember I got to level 16 with Americans and Wehr at my best in CoH1. (My sniper micro was never great, which kept me out of the upper levels of play.)

But still, I find it preferable to take people's playcard e-p33n with a grain of salt and focus on aspects of the game that deal with general design rather than the statistics magic and stat comparing for 'balance'.
26 Apr 2016, 21:53 PM
#68
avatar of Dullahan

Posts: 1384

Here is how all factions AT works


1. "Snare" abilities that either cause engine damage or temporarily slow down a vehicle that gets too close. Short range, so it's a defensive ability not an offensive one.

2. Munitions based AT weapons that can be placed on infantry. These are mobile (being on infantry) and can quickly move to react to flanks.

3. Manpower Stationary AT. These are weapons with effective fields of fire that cannot easily chase but tend to hit a lot harder.

4. Vehicle AT. Mobile, usually hardest hitting and best for chasing, but also costs the most resources.

5. Mines. Munitions cost, high impact but defensive by nature and can be neutralized.

OKW is trading powerful mobile AT for a snare ability. The downside to this is that instead of spending munitions for AT, they are now spending manpower. Instead of getting 1 raketen, they probably need two now. Or they can take the risk of teching up for vehicle AT, but because of the tech tree changes to OKW last year (JP4 moved to panzer command from battlegroup) their only option for this is the Puma.

The problem with OKW's proposed AT is that it lacks mobility. It's going to be really weak to light vehicle heavy strategies, wherein your opponent is attacking from multiple directions with light, cheap vehicles because your ability to defend your flanks is much weaker with a defensive panzerfaust rather than an offensive panzerschreck. Additionally, a Puma will be outproduced by tanks like the Stuart.

An American player who builds 2-3 stuarts and micros them well will be very, very difficult for OKW to deal with compared to Ostheer. The reason being is that Ostheer has all of the above tools They got a snare, they got mobile panzerschrecks, they've got an AT gun, they've got the 222 and doctrinal Puma as relatively cheap mobile AT vehicle options and a Stug coming out much earlier than anything OKW can do with the new tech cost changes and they've also got way better mines, capable of one shotting light tanks.

This is going to push OKW into a very defensive position, wherein they are reliant on snares and mines to keep them alive. I think if Relic intends to keep this change, they should move the JP4 into the battlegroup HQ again.

Will be interesting to see how it plays out when the balance patch hits, but I think this has made OKW into the weakest faction the game has ever seen which is fucking ironic because they were reworked in the first place because people thought they were too weak.



26 Apr 2016, 22:17 PM
#69
avatar of squippy

Posts: 484

GPWM, Dullahan.
1 May 2016, 13:21 PM
#70
avatar of RealName

Posts: 276



This is going to push OKW into a very defensive position, wherein they are reliant on snares and mines to keep them alive. I think if Relic intends to keep this change, they should move the JP4 into the battlegroup HQ again.

Will be interesting to see how it plays out when the balance patch hits, but I think this has made OKW into the weakest faction the game has ever seen which is fucking ironic because they were reworked in the first place because people thought they were too weak.





This. This so much.

OKW is turning into a shitty copy of Ostheer. MG42s? Better mg34 suppression? Defensive panzerfausts? On an offensive faction?

MG34s, like M2HBs, are supposed to be shitty mgs because OKW and USF weren't meant to be very defensive.

Also, people keep saying that faust+raketens are enough vs light vehicle play. I say: No.
With Ostheer, you normally deal with a light vehicle by fausting it, then having your long range pak(a defensive at gun for a defensive faction, normally kept in the back) damage it and hopefully kill it while it retreats but if not, then it will be out of the action for sometime and give you some breathing room.
With the new OKW, you deal with a light vehicle by fausting it, moving your raketen(s) in, then having your raketens roflstomped by the enemy's supporting units and/or by the unit it's meant to kill. lol. Anti tank my ass.

And now let's get to the truck nerfs. With battlegruppe being shitty now thanks to paid medics and no decent AT, OKW players will be sidelined to mechanized because it actually has both decent anti tank and anti infantry. Add to that the fact that paid repairs aren't necessary to get because you already have sturms for repair.


Daed faction. Daed gaem. gg jokesgrenadiers. peace out.
1 May 2016, 14:15 PM
#71
avatar of IA3 - HH

Posts: 289

jump backJump back to quoted post25 Apr 2016, 15:16 PMBudwise
Shrek blob is anti everything? xD

1 Calli, 1 B4 shot, Katy's, Churchill Croc with more HP than a KT, and the list could go on and on. Not to mention the power of Rifles, Bren Tommies, etc.

OKW will be the only faction without infantry base AT options and they have the most expensive tanks in the game. Yet they buff the 80 fuel T34 lol.

OKW is gonna get trashed...


+1000
1 May 2016, 15:08 PM
#72
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

JP in battlegroup is a perfectly fine idea for me. Puppschen range increase of +5 (with improvement in tracking time as well maybe) would be also good. I will agree to anything to get Schrecks away from Volks. Poor allied tanks deserve some breathing room. If OKW is in danger of being overrun by early allied vehicles, this should be addressed somehow.

Every other faction has handheld AT... on paper.
In practice, Soviets have nothing non-doctrinal, and Brits have the most useless handheld AT in the entire game.

Guards are doctrinal and PTRS is useless against anything heavier than a halftrack. Guards are not exactly spammable to make it work.

Now, honest question. Are PIATs somehow useful in a way that eludes me, since people keep citing them and yet I can never get them to work for me? They suck against anything that is moving, up to and including the KT. The only thing they can hit reliably is a Jagdtiger... and a snared tank - but the faction they are in ironically has literally zero snares apart from mines.
1 May 2016, 16:37 PM
#73
avatar of SturmTigerTrafalgar

Posts: 160

I dont know why relic didnt implement the ROF buff for the püppchen, which is available in Miragefla's mod.

Right now its much funnier to play as OKW.
I Hope we will never see Volks Schreck blobs again.

2 May 2016, 12:38 PM
#74
avatar of Arclyte

Posts: 692

Axis having fewer tanks, but superior frontal armor on all their tanks screams "flank them" ever since the beginning of CoH 1.

It's a delicate balancing act, but in the end it's the kind of asymmetrical balance that adds flavor and makes the game more interesting.

The problem with OKW was that their superior armor was always protected from flanks because all of their cheap mainline infantry also had the best handheld AT in the game. Flanking when an OKW player was in the game was never really possible.

Units like Elephant, Jagdtiger and KT all pretty much required a flank to kill, which usually ended up with a lot of dead allied tanks, and if you were lucky, maybe a dead super unit.

Volk shrek blobs were one-dimensional and cheesy, the game is better without them.
2 May 2016, 13:47 PM
#75
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

OK, for everyone screaming that removing shrecks from OKW will destroy them as a faction, my playercard is living proof that this is not true. I have managed to get where I am in OKW 1v1s without upgrading a single shreck, and this is without the balance mod panzerfausts.

Yes, you will have to adapt. Yes, it is harder than playing with shrecks. At the end of the day though, OKW has plenty of AT options to deal with their foes at all stages of the game if you know how to use them. The only issue I have had is dealing with the fastest light vehicles (ie. flamer clowncar), but this is going to be a lot easier to deal with ext patch with panzerfausts.

So can we please just stop complaining about the changes on the basis of shrecks being a necessity for the faction design? They are a crutch pure and simple, and not one that is really needed.
2 May 2016, 16:03 PM
#76
avatar of Mathias_Bras

Posts: 83

Shrecks on Volks are totally OP. Now where did I put my two bazookas...?
2 May 2016, 16:40 PM
#77
avatar of Katitof

Posts: 17914 | Subs: 8

Shrecks on Volks are totally OP. Now where did I put my two bazookas...?

Over there, right next to immense AI firepower loss, to the left of moderate penetration vs high armor.
2 May 2016, 16:53 PM
#78
avatar of Mathias_Bras

Posts: 83

Maybe I left them behind actually balancing rather than knee jerk removal.
2 May 2016, 17:59 PM
#79
avatar of PencilBatRation

Posts: 794

OK, for everyone screaming that removing shrecks from OKW will destroy them as a faction, my playercard is living proof that this is not true. I have managed to get where I am in OKW 1v1s without upgrading a single shreck, and this is without the balance mod panzerfausts.

Not very convincing.



I also used to be against volk shrecks. But allies arty is getting buffs on an unimaginable scale. So it shouldn't be removed, if anything volks should be able to upgrade to 2x shrecks.

jump backJump back to quoted post26 Apr 2016, 18:10 PMAladdin
ur playercard shows
Old
2 May 2016, 18:04 PM
#80
avatar of Katitof

Posts: 17914 | Subs: 8

I also used to be against volk shrecks. But allies arty is getting buffs on an unimaginable scale.


Damn, you sure are terrified by the sole thought of encountering these overpowering arty pieces like Scott or Suxton. :snfPeter:
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