M10 call-in is too strong compared to Puma call-in
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It exists purely to lose games for people.
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Panic Puma is always a bad idea.
It exists purely to lose games for people.
Panic Puma is always a good idea, there is a reason mobile defense is the most used Ostheer commander in ESL.
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M10 on the other hand can't spot for itself as far as I am aware. It's also significantly more expensive than the puma while not providing any particular better anti-tank firepower than the Puma. It also lacks any form of machine guns to damage infantry from range like the Puma can. The M10 can however crush quite well, which the Puma can't.
Overall I would say both units are fine.
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Panic Puma is always a good idea, there is a reason mobile defense is the most used Ostheer commander in ESL.
Just because people use it doesn't mean it's a good idea. They would almost always be better off teching normally and getting better units out than they are using the Puma.
The only time it works as a comeback unit is when the opponent forgets it exists and gets caught off guard.
Example:
https://youtu.be/5vkoaybI6so?t=678
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Just because people use it doesn't mean it's a good idea. They would almost always be better off teching normally and getting better units out than they are using the Puma.
The only time it works as a comeback unit is when the opponent forgets it exists and gets caught off guard.
Example:
https://youtu.be/5vkoaybI6so?t=678
These are the best players in the game playing in a tournament for a cash prize, you really think 1/3 players would choose it if it was bad?
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These are the best players in the game playing in a tournament for a cash prize, you really think 1/3 players would choose it if it was bad?
They wouldn't choose it if they thought it was bad, but they're wrong about it being good.
It's a crutch for mistakes.
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The other problem with M10s is crush. Crush is an inherently bullshit mechanic and should be severely nerfed. The occasional crush makes for a cool moment but when M10s and Cromwells are crushing whole squads it needs to go.
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The other problem with M10s is crush. Crush is an inherently bullshit mechanic and should be severely nerfed. The occasional crush makes for a cool moment but when M10s and Cromwells are crushing whole squads it needs to go.
I remember T70 crush. Nightmares!
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They wouldn't choose it if they thought it was bad, but they're wrong about it being good.
It's a crutch for mistakes.
You don't build a crutch out of broken wood.
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They wouldn't choose it if they thought it was bad, but they're wrong about it being good.
It's a crutch for mistakes.
https://www.coh2.org/news/52176/esl-go4coh2-statistics-part-iii-commanders
Mobile defense is the most popular doctrine of the entire game during ESL. It was picked 92 times with a 47% winrate, compared to the 2nd place , Scavenger doctrine at 62 times with a 44% winrate.
if mobile is not "good", it's the best out of selection of "bad" doctrines.
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https://www.coh2.org/news/52176/esl-go4coh2-statistics-part-iii-commanders
Mobile defense is the most popular doctrine of the entire game during ESL. It was picked 92 times with a 47% winrate, compared to the 2nd place , Scavenger doctrine at 62 times with a 44% winrate.
if mobile is not "good", it's the best out of selection of "bad" doctrines.
And why is it picked a lot?
Because Puma provides a braindead counter to light vehicles. If you're dying to halftracks and stuarts or t70's you can call it in and it will give you a second wind in a game you would have otherwise lost.
You know what you can have at the same time as the Puma (6 cp ~12 minutes) if you have even map control and tech up? A stug.
The kind of situation where it works is like the game I linked, where Ostheer got his ass kicked and it's his only option to stay in the game, and even then it only works against an opponent who makes serious mistakes and isn't prepared for it.
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And why is it picked a lot?
Because Puma provides a braindead counter to light vehicles. If you're dying to halftracks and stuarts or t70's you can call it in and it will give you a second wind in a game you would have otherwise lost.
You know what you can have at the same time as the Puma (6 cp ~12 minutes) if you have even map control and tech up? A stug.
The kind of situation where it works is like the game I linked, where Ostheer got his ass kicked and it's his only option to stay in the game, and even then it only works against an opponent who makes serious mistakes and isn't prepared for it.
And that somehow makes it... bad?
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And that somehow makes it... bad?
It's bad compared to using core army units and doctrines throughout the game, yes.
Having mobile defense in your deck and ignoring anything past Battlephase 1 just in case you need a panic puma is dumb. What you see people do is take Tiger doctrines with it so if they do well in the mid game they'll just get a Tiger instead of picking mobile defense.
Core army is stronger than both these styles.
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What else does the doctrine have aside from m10?Bulldozer Sherman and RNG bombs.
The Bulldozer Sherman is the USF s version of a Brumbar with a turret and has more armor than the regular Sherman tanks. (Someone correct me about its stats if I am wrong)
240mm Artillery: This is the USF's heavy artillery which is very powerful and not to be underestimated. Plus, the shells come in at random intervals.
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It's bad compared to using core army units and doctrines throughout the game, yes.
Having mobile defense in your deck and ignoring anything past Battlephase 1 just in case you need a panic puma is dumb. What you see people do is take Tiger doctrines with it so if they do well in the mid game they'll just get a Tiger instead of picking mobile defense.
Still don't see how that makes it bad. It's only 80 fuel, it's not like it locks you out of teching up.
Picking a commander locks you out of choosing a different one, they all do that. It's a comeback commander, it saves you from losing. You know, the goal of the game. Not like a tiger commander is going to help you if you lose at 12 mins.
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