Login

russian armor

Pack Howie Poem

21 Apr 2017, 16:35 PM
#1
avatar of August1996

Posts: 223

Pack Howie why you so shitty,
Is it because you're priced ridiculously,
Is it because you get wiped easily,
Is it because your barrage tickles hilariously,
Is it because your little brother does your job godly,
Oh yes it does and it makes you shitty
21 Apr 2017, 17:49 PM
#2
avatar of Stug life

Posts: 4474

The problem of the pack is that it cost too much, both the initial cost and the reinforce cost,
and that the vet 3 pen bonuses should apply to normal shoot too, not only the barrage
21 Apr 2017, 17:57 PM
#3
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Eh, its not that it's bad it's moreso map dependent - the more likely you are to retreat then Mortars have a certain benefit. But any map (like Langres) where you can just park it somewhere and have it cover most of your important or contested points then its a beast because its AoE will just wipe models for days.

That being said I absolutely hate the "decrew at 2 models" mechanism when its crew is so squishy to being with.
21 Apr 2017, 18:13 PM
#4
avatar of Waegukin

Posts: 609

I say give it six shells on barrage and a shorter cooldown so its more like a pocket ML-20 than a mortar. The decrew is also wonky as hell compared to other team weapons.
21 Apr 2017, 19:11 PM
#5
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Bled Sib to death in a game with this unit two weeks ago (haven't played USF since). Unit is amazing in right hands. If anything the Pak Howie is too good at squad wipes.
21 Apr 2017, 22:08 PM
#6
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

I say give it six shells on barrage and a shorter cooldown so its more like a pocket ML-20 than a mortar. The decrew is also wonky as hell compared to other team weapons.


This is IMO the route we should go to make it more "desirable".

THIS COULD PROVE TO MAKE IT OP, but at least a worth a try:
-Heat shells (vet 2 barrage) becomes part of vet 0 barrage.
-Barrage now has an increased cooldown
-Barrage now fires 6 shells instead of 3. It could start slowly and ramp up to give time to relocate (the HEAT shells are REALLY good).
-Vet1 decreases cd barrage to current cd levels
-Vet2 unlocks White phosphorous barrage. This barrage doesn't share cooldown with normal barrage.
-EDIT: i'm sure HEAT shells would need a nerf. But make the barrage distinctively better than AA.

EditPD: if you want to know why i'm so "scared" of the heats shells...well take a look.



The AA should be a bonus (lower damage than barrage and that crappy 80 range for it's mobility and shooting arc) and what should see improved is it's baby howitzer type of usage. This should be the de facto unit USF should go when they need late game artillery (not just CalliOP or the old extinct Priest)

21 Apr 2017, 22:30 PM
#7
avatar of Esxile

Posts: 3602 | Subs: 1

Its problem is it comes after any other mortar and get wreck by them...
21 Apr 2017, 22:35 PM
#8
avatar of Mr. Someguy

Posts: 4928

It's supposed to be a miniature Howitzer, yet it feels like a weaker infantry gun.
21 Apr 2017, 23:45 PM
#9
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

Here is a quote from this guide. https://www.coh2.org/guides/59348/usf-combined-arms-keep-what-you-can-secure#2492

The M1 75mm Pack Howitzer is the most powerful non-doctrinal indirect fire weapon team. Its auto-attacks are devastating and its barrages can lay waste at very long range. The Howie’s auto attack matches that of mortars at a range of 80, while its barrage has a staggering range of 160. In comparison, the OKW LeiG has a range of 100. At vet 2, its barrage is replaced with HE rounds, greatly increasing its barrage damage output. HE rounds also deal a decent amount of damage to vehicles and tanks. Note: even though it has a crew of six, it will be decrewed if the team is reduced to less than three members.

Two Packs are very good but expensive. They will heavily bleed your opponent’s manpower. However, if you obtain them without proper support, you will lack reliable capping force and thus your enemy will outcap you, so he can obtain tanks more quickly. Go for a second Pack Howitzer, only if you can afford it without hurting your field presence, or when your enemy goes for a support weapon team heavy strategy.

This unit can be used both offensively and defensibly AT THE SAME TIME. Place the Howitzer near your forces, so it can help them deliver a final punch, force HMGs and PaKs to fall back and possibly even wipe clumped squads. Always reverse your Howitzer when the enemy attacks hard. so you do not lose it.

It is important to place the gun defensively! Target priorities are:
Heavy Machine Guns
Anti-Tank Guns
Groups of infantry
Static vehicles
Single infantry squads
21 Apr 2017, 23:59 PM
#10
avatar of Grumpy

Posts: 1958

One of the GCS matches had someone use this and it turned out okay for them. Their micro was good enough to keep it near the front line so the autofire shot a lot.

Unfortunately for it, the autofire range is the same as the Ost mortar and shorter than the ISG, which makes no sense. The problem is that it is difficult to do anything about the pack howie without making it badly OP. On open maps when someone is using a spotter, it can already wipe units like crazy. At vet 3 it becomes really good at taking down OKW trucks and wiping the sturm pios trying to repair the trucks.

If anything, it would be better if all regular mortars had their autofire range reduced to 60-65, and the mortar pit and ISG lowered to the pack howie's range (80). Then it might make sense to compensate for the nerf by improving barrage on everything.
22 Apr 2017, 00:28 AM
#11
avatar of LoopDloop

Posts: 3053

The problem of the pack is that it cost too much, both the initial cost and the reinforce cost,
and that the vet 3 pen bonuses should apply to normal shoot too, not only the barrage

I do actually love the pack howie.

I think it gets the pen bonuses at vet2. It definitely does cost too much as you said, and often like 3-4 guys get killed by one stray shell or something since its a clumpy six-man team, but it decrews at 2(?) guys so it is really only a four man squad. Also, the barrage shoots literally 3 shells and has a ridiculous cooldown. Either the barrage should have like a 15-20 second cooldown or it should shoot wayyyy more shells (at least 2x as many IMO). I would personally vote for the 15-20 second cooldown to keep it more unique. I mean, it is a pretty unique unit. It has awful auto fire range, so the barrage is supposed to be good, but it isn't that outstanding, especially for (lul) 380 manpower.
22 Apr 2017, 00:29 AM
#12
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post21 Apr 2017, 23:59 PMGrumpy
One of the GCS matches had someone use this and it turned out okay for them. Their micro was good enough to keep it near the front line so the autofire shot a lot.

Unfortunately for it, the autofire range is the same as the Ost mortar and shorter than the ISG, which makes no sense. The problem is that it is difficult to do anything about the pack howie without making it badly OP. On open maps when someone is using a spotter, it can already wipe units like crazy. At vet 3 it becomes really good at taking down OKW trucks and wiping the sturm pios trying to repair the trucks.

If anything, it would be better if all regular mortars had their autofire range reduced to 60-65, and the mortar pit and ISG lowered to the pack howie's range (80). Then it might make sense to compensate for the nerf by improving barrage on everything.

I thought the ost mortar had a longer range than the pack howie. And if it doesn't, it for sure does after vetting up (or did they change that?). Still, killing okw trucks and wiping units at ranges slightly longer than mg reach is pretty niche for a unit 20 less manpower than obers.
22 Apr 2017, 00:40 AM
#13
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

I'd rather get a Scott than this unit, serves a similar purpose while being less vulnerable to infantry units.
22 Apr 2017, 01:25 AM
#14
avatar of LoopDloop

Posts: 3053



This is IMO the route we should go to make it more "desirable".

THIS COULD PROVE TO MAKE IT OP, but at least a worth a try:
-Heat shells (vet 2 barrage) becomes part of vet 0 barrage.
-Barrage now has an increased cooldown
-Barrage now fires 6 shells instead of 3. It could start slowly and ramp up to give time to relocate (the HEAT shells are REALLY good).
-Vet1 decreases cd barrage to current cd levels
-Vet2 unlocks White phosphorous barrage. This barrage doesn't share cooldown with normal barrage.
-EDIT: i'm sure HEAT shells would need a nerf. But make the barrage distinctively better than AA.

EditPD: if you want to know why i'm so "scared" of the heats shells...well take a look.



The AA should be a bonus (lower damage than barrage and that crappy 80 range for it's mobility and shooting arc) and what should see improved is it's baby howitzer type of usage. This should be the de facto unit USF should go when they need late game artillery (not just CalliOP or the old extinct Priest)


IMO it'd be better to just decrease the cooldown. Imagine how fast 2 vetted pack howies (or even just one) could take out a flakhq from halfway across the map. Then imagine all the raging okw players (for good reason) XD. It would also rape engine damaged kts and elefants and the like (which would be interesting).
22 Apr 2017, 02:40 AM
#15
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2


IMO it'd be better to just decrease the cooldown. Imagine how fast 2 vetted pack howies (or even just one) could take out a flakhq from halfway across the map. Then imagine all the raging okw players (for good reason) XD. It would also rape engine damaged kts and elefants and the like (which would be interesting).


2 Pack Howies are more expensive than real Howitzers. Noted, you could just lower the damage to structures through target table to same as mortar shells.

Reminder that Pack Howie would shoot like artillery, which means scatter. Mind that i do think that the 160 range is excessive and the extra range at vet3 is unneeded.
22 Apr 2017, 03:12 AM
#16
avatar of Grumpy

Posts: 1958


I thought the ost mortar had a longer range than the pack howie. And if it doesn't, it for sure does after vetting up (or did they change that?). Still, killing okw trucks and wiping units at ranges slightly longer than mg reach is pretty niche for a unit 20 less manpower than obers.


I think the autofire range is the same as the vet 0 Ost mortar but it doesn't get any vet bonus to autofire range. When the Ost mortar gets to vet 3, it gets a 33% longer barrage range, but I don't think that is really part of the pack howie's problem.

One of the bigger issues is the pop cap, which is 11 (even more than Obers). Just getting one of them is a significant decrease in mp income.
22 Apr 2017, 05:13 AM
#17
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post22 Apr 2017, 03:12 AMGrumpy


I think the autofire range is the same as the vet 0 Ost mortar but it doesn't get any vet bonus to autofire range. When the Ost mortar gets to vet 3, it gets a 33% longer barrage range, but I don't think that is really part of the pack howie's problem.

One of the bigger issues is the pop cap, which is 11 (even more than Obers). Just getting one of them is a significant decrease in mp income.

Wait it's 11 popcap? And stugs are still 8. kappa.
22 Apr 2017, 05:17 AM
#18
avatar of LoopDloop

Posts: 3053



2 Pack Howies are more expensive than real Howitzers. Noted, you could just lower the damage to structures through target table to same as mortar shells.

Reminder that Pack Howie would shoot like artillery, which means scatter. Mind that i do think that the 160 range is excessive and the extra range at vet3 is unneeded.

True true. Usf can't even make real howitzers though. I think I am starting to like your idea, as HEAT shells every 20 seconds or so would be even more op I think. Does anyone remember the current barrage cooldown at vet0 and vet3? I seem to remember it being relatively long but I haven't used it in a while.
22 Apr 2017, 07:12 AM
#19
avatar of Esxile

Posts: 3602 | Subs: 1

jump backJump back to quoted post22 Apr 2017, 03:12 AMGrumpy


I think the autofire range is the same as the vet 0 Ost mortar but it doesn't get any vet bonus to autofire range. When the Ost mortar gets to vet 3, it gets a 33% longer barrage range, but I don't think that is really part of the pack howie's problem.


The moment you get you pak Howi, OSt mortar are already vet1/2, vet3, they're starting shooting at your pack from safe distance.
22 Apr 2017, 07:22 AM
#20
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

When and if we get to it, my suggestions for the pack howitzer, as a start would be to reduce the cooldown on the barrage. Off the top of my head, I think it's 60 seconds when it should be 40-45.

After that, possibly add between 1-3 rounds to REGULAR and WP barrage, and let HEAT be another barrage gained at vet 2 that does not overtake standard HE. This makes the regular barrage better at area denial and attacking OKW trucks.
1 user is browsing this thread: 1 guest

SHOUT IT OUT!

No ProfanityNumber of ShoutsRefresh Shout Box
Rosbone: It is also hard to expect Relic to help Coh2 when they cant even make working menus in Coh3 yet, 2 years after release and at full price+ for DLCs. Thats like asking a fish to do calculus.
Yesterday, 02:58 AM
Rosbone: But this last patch has made good progress for grabbing players. All we can hope is Coh3 gets to Coh2s quality level before everyone abandons the franchise. Its Relic so they will completely f*%k it up as usual. But its a hope/cope.
Yesterday, 02:55 AM
Rosbone: Relic wants Coh2 to fail so players will migrate to Coh3. It is hard to blame them since Coh3 sucks so bad. It needs all the help it can get.
Yesterday, 02:53 AM
Soheil: Coh2 is dead , full of map hackers , and lelic knows that but ...
Yesterday, 01:26 AM
aerafield: Oh how I missed the weird spam bots, welcome back :banana:
Last Monday, 13:05 PM
situsgbo777: Platform game online terpercaya dengan berbagai pilihan permainan seru dan peluang menang besar. Nikmati pengalaman bermain terbaik hanya di GBO777
Last Monday, 06:48 AM
OKSpitfire: @aerafield that does sound familiar
Last Sunday, 09:06 AM
aerafield: @Lady Xenarra :rofl:
Last Sunday, 01:45 AM
Lady Xenarra: Ah, the gren faust-replacing-rifles bug/exploit. :ph34r:
Last Saturday, 18:24 PM
aerafield: CoH3 high elo is truly the dumbest CoH experience that ever existed
Last Saturday, 17:25 PM
aerafield: @OKSpitfire tbh I find it quite challenging to get the Pershing in time, having to suffer through the CoH3 tickrate and this endless bullshit meta of massive blobs going back and forth to the forward heal truck
Last Saturday, 17:24 PM
OKSpitfire: Well... going to be seeing the Pershing a lot for a little while, that thing is a monster.
Last Saturday, 11:44 AM
NigelBallsworth: axis stuff is getting more meme by the second
Last Friday, 23:32 PM
aerafield: Cloaked instapin MGs at 0cp. I wanna see no more crying about the Dingo while that shit is in the game :snfPeter:
Last Friday, 20:38 PM
Willy Pete: And only on annihilation, and I have to let the AI live long enough...
Last Friday, 02:04 AM
Willy Pete: Pershing is absurd, but ive still only gotten to use it against AI
Last Friday, 02:03 AM
Lady Xenarra: WTB Pershing for Axis, that is all :lolol:
Last Thursday, 13:32 PM
donofsandiego: :clap:
Last Thursday, 02:34 AM
donofsandiego: Return of the chatGPT writing prompt. Lets see how shinasukac responds to these questions utilizing the Socratic Method. Maybe he will give us an interesting look into his opinions
Last Thursday, 02:34 AM
Willy Pete: I havent even seen a pershing yet. Coh3 games still move too fast for it lol
Last Thursday, 00:30 AM
shinasukac: kingtiger=kingjoker
26 Feb 2025, 16:27 PM
Lady Xenarra: Has anyone actually used the KT much? My experience is that the match is usually over long before I get the CPs for it
26 Feb 2025, 14:35 PM
Rosbone: Can someone message me the day you can look at Coh3 and not face palm yourself in disbelief that actual humans worked on it? Much appreciated.
26 Feb 2025, 06:40 AM
Rosbone: The only way to feel good about Coh3 is to never look at Coh3. Once you see it, you cant unsee it.
26 Feb 2025, 06:37 AM
Rosbone: Observer mode sucks, player stats pages are scatter brained mess, etc etc etc
26 Feb 2025, 06:35 AM
Rosbone: It is really hard to tell people to buy the DLC with feeling like they are throwing their money down the toilet for a nearly dead game. But Big Tonks!!! Oh well, not my problem.
25 Feb 2025, 18:12 PM
Rosbone: No 4v4 maps, busted menus 2 years after release, still have not fixed janky sounds people have complained about for over 2 years, etc etc.
25 Feb 2025, 18:10 PM
Rosbone: And the skirmish menus are still at a BETA level. Just the largest game play mode completely ignored... again.
25 Feb 2025, 18:09 PM
Willy Pete: Oh wtf. Yeah the crossing remake was in the 2v2 demo. No more 3s and 4s is a bummer tho
25 Feb 2025, 16:42 PM
aerafield: What? No, he means that all the new maps are for 1v1. Though Im pretty sure they will be playable in 2v2 as well
25 Feb 2025, 15:50 PM
Willy Pete: Are the maps really locked behind dlc? Surely they must be in the regular update
25 Feb 2025, 15:22 PM
Rosbone: I would like to join in celebration with the 9% of Coh3 MP players who are getting ALL of the new maps. Woohoo! #3Tards
21 Feb 2025, 19:22 PM
OKSpitfire: I hope that at least one of heavies is a like-for-like reskin of the coh 2 ISU-152. I miss that thing.
21 Feb 2025, 10:23 AM
Rosbone: Buy our cool new large tanks that will never get played on the 4 new 1v1 maps added. Perfect synergy! :facepalm:
20 Feb 2025, 19:23 PM
Rosbone: Everyone ready for some deep penetration :snfPeter:
20 Feb 2025, 17:13 PM
Lady Xenarra: I'm sure the ppl who defended it as balanced for Allies will be screaming like they got scaled with boiling water, in COH3. How the tables turn.
20 Feb 2025, 11:33 AM
Willy Pete: I think it was nuts with any engine damage. Especially on superheavies
20 Feb 2025, 07:03 AM
aerafield: Personally I think without the ram ability, it's worse than loiters for example
20 Feb 2025, 00:09 AM
Willy Pete: It combined well with most slowing abilities, not just ram stuns
19 Feb 2025, 23:36 PM
Willy Pete: Only??? I think not being able to shoot it down and the ramp up effect also had something to do with it
19 Feb 2025, 23:34 PM
Willy Pete: Really
19 Feb 2025, 23:30 PM
aerafield: AT overwatch was broken only because it came with the faction of T34 ramming
19 Feb 2025, 22:29 PM
Willy Pete: Love to see Relic really learning from their past mistakes. Let's bring back the dumbest ability in coh2, and charge money for it
19 Feb 2025, 20:34 PM
Willy Pete: New DAK commander will have AT overwatch as alternate choice to elefant
19 Feb 2025, 20:33 PM
aaa: Funy thing new players dont know that. And are trying to compete vs hacks
19 Feb 2025, 10:33 AM
aaa: Online gaming is trash in general, not just coh. On high level there are all cheats in most games
19 Feb 2025, 10:24 AM
aaa: 2 cheaters in 3 days. MH and DH
19 Feb 2025, 09:57 AM
aerafield: I am a simple man, I build Humvees with Pathfinders and Missile Launchers inside, I am happy
18 Feb 2025, 20:57 PM
Lady Xenarra: aerafield lamevee spammer confirmed :nahnah:
18 Feb 2025, 20:42 PM
aerafield: those who know, know: https://www.reddit.com/r/CompanyOfHeroes/s/fPk4yLIgmK
18 Feb 2025, 15:40 PM
adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
17 Feb 2025, 13:39 PM
Willy Pete: Shouldn't coh3 heavies actually have insane front armor values? The glory days of 400+ Kt armor wouldn't be as bad when side armor is a thing. Not to say its a good idea lol
14 Feb 2025, 23:14 PM
aerafield: But then again, maybe CoH3 superheavies should actually have insane armor values because the whole game is designed for the clumsy & inept anyway :snfPeter:
14 Feb 2025, 23:04 PM
aerafield: It's like you have to coordinate an entire orchestra of abilities and the correct units, meanwhile your opponent just clicks his 1 superheavy tank occasionally...
14 Feb 2025, 23:01 PM
aerafield: the giga frontal armor also made these units too oppressive in average or low ELO games
14 Feb 2025, 22:59 PM
aerafield: Massive HP pool but reasonable amount of armor is way healthier design
14 Feb 2025, 22:57 PM
aerafield: Say what you want, but the titanium frontal armor design of coh2 superheavies was bullshit. Too many bad players not getting punished for their bad micro because penetration RNG carries them
14 Feb 2025, 22:57 PM
Willy Pete: Also the attack ground with the pak40 looked perfect, that Pershing should be dead
14 Feb 2025, 19:18 PM
Willy Pete: Ahh just saw the other one that died. Some bad rng I think but there was an AT gun at med range for a chunk of that fight
14 Feb 2025, 19:14 PM

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

451 users are online: 451 guests
1 post in the last 24h
33 posts in the last week
59 posts in the last month
Registered members: 52226
Welcome our newest member, eu9studio
Most online: 2043 users on 29 Oct 2023, 01:04 AM