Panzer Tactician too strong, prove me wrong.
Posts: 69
US Sherman/ UK smoke shot need to manually select the position to deploy. Considered the better armor and HP of axis tanks, additional micros to use Panzer Tactician is acceptable.
Posts: 2458 | Subs: 1
The squeeky wheels get the grease as they always say, and judging by the numbers more people need to start complaining about allied factions unless you enjoy the search queues going back up to 80-90% axis and 10-20% allies huh? Don't you guys want to have PEOPLE to play against? cause it's slipping back again already.
I don´t really think this is about balance for most people. Balance doesn´t really matter that much due to elo and matchmaking.
I think the main reason why there are usually more people searching as Axis is because Axis have all the "cool" tanks and units and are generally easier to play and less frustrating.
Posts: 2458 | Subs: 1
USF and especially UKF were barely used in the tourney. Soviets were used 30% more than USF and UKF combined.
Yeah, and why were they barely used? Because they are trash and people in GCS actually play to win. Which proves my point 100%... Not sure what you are trying to say.
Posts: 495 | Subs: 1
OKW vs USF 64%
OKW vs UKF 70%
Ost vs USF 63%
Ost vs UKF 66%
Sov vs Ost 53%
Sov vs. OKW 52%
Sounds like the Soviets-Wehrmacht-OKW matchup is pretty fair at about 50%.
It’s the USF and UKF that are under performing when compared via win rates.
The best course of action is probably to reduce USF and UKF unit and reinforcement costs slightly across the board (ex: Riflemen from 280/28 to 270/27) this will be a gentle buff to US and UK forces without changing the actual way any units interact.
Once again, following my golden rule of balancing, if it over performs, increase its cost, if it under performs, decrease is cost.
As factions as a whole, Wehrmacht and OKW are about even with Soviets while USF am UKF are underperforming, so lower costs slightly across the board for core units from USF and UKF and see what that does to the balance. I think you’d be surprised by how well that can work as a starting point before you start messing with unit stats.
Posts: 1002 | Subs: 2
Yeah, and why were they barely used? Because they are trash and people in GCS actually play to win. Which proves my point 100%... Not sure what you are trying to say.
If your point is that a low play rate suggests that theyre trash, then you should have said that. Instead, you used a potentially flawed metric and had that flaw pointed out.
Posts: 3602 | Subs: 1
Posts: 2307 | Subs: 4
Yeah, and why were they barely used? Because they are trash and people in GCS actually play to win. Which proves my point 100%... Not sure what you are trying to say.
Because you are implying that Axis are too strong based on those winrates. USF and UKF may be kinda shit but it's not because of Axis. Panzer tactician is fine.
Posts: 378
You should know what else is fine if panzer tactician is.
Also the winrates are really ambiguous, leaves absolutely no room to show a clear unbalance between faction.
USF is blatantly shit in 1v1.
Like I said, there always going to be morons(not you eh) showing off stats when it's completely irrelevant to the current topic.
Panzer Tactician would only be fine if it required actual micromanaging either in reaction time or ammunitions.
It doesn't penalize you for either, it's a card you can pull out at anytime whenever you should be losing a tank for any reason this is.
it's hard enough to kill german tanks in this game on top of that you give them an ability to escape an engagement they are losing with 0 consequence or effort put in, this is not balanced.
Posts: 264
Blitzkrieg and Panzer Tactician could be on the same timer so can't be used at the same time.
This seems like a sensible solution.
They already said they did not like Blitz being used as a defensive measure, which is why it buffs RoF (doesn't it?) and offers less speed as it's designed to be an attack feature not a retreat feature.
So tying them on he same timer would also allow other players to work the attack ground feature properly as it's additional micro to grab your AT gun and hit attack ground on the viable location compared to " pop smoke and reverse " which has less micro involved.
+1 to this.
Posts: 378
Either increase the cost or put a delay on it, I don't see whats so hard about this, so that players who chose to use panzer tactician have to commit to that choice, not simply pull a middle finger on somebody who had to play carefully in an engagement to win.
If you want to escape? You commit to that choice, you don't wait for the last second to save yourself.
We all had that situation where panzer tactician didn't only save a panzer but even let the axis player win the engagement at the last moment.
Can you imagine having to manage and prepare for a battle and lose it because of a gimmick all that effort going to waste because that one commander lets you press a button to pull out a smoke screen instantly?
Some other morons also tell you that you should use ground attack...Thanks genius.
The thing is that the problem relies on reaction and micromanagement, anything can happen in that short period of time where a smoke is used to cover your tank.
Posts: 264
THe solution is already there in every faction.
Either increase the cost or put a delay on it, I don't see whats so hard about this, so that players who chose to use panzer tactician have to commit to that choice, not simply pull a middle finger on somebody who had to play carefully in an engagement to win.
If you want to escape? You commit to that choice, you don't wait for the last second to save yourself.
We all had that situation where panzer tactician didn't only save a panzer but even let the axis player win the engagement at the last moment.
Can you imagine having to manage and prepare for a battle and lose it because of a gimmick all that effort going to waste because that one commander lets you press a button to pull out a smoke screen instantly?
Some other morons also tell you that you should use ground attack...Thanks genius.
The thing is that the problem relies on reaction and micromanagement, anything can happen in that short period of time where a smoke is used to cover your tank.
Also keep in mind attack ground is not going to work that well. Units have a target size and that helps with accuracy, I'm not sure how ground attacks work but they miss an awful lot. Sure it feels good when you land it.. but yeah..
I've had countless moments where Panzer Tactician lets tanks stay longer to inflict far more damage than if they didn't have it. All the allied variants for smoke suck ass.
Posts: 518
On average axis tanks have more armor than allied tanks and yet they need the survivability buff of the smoke combined with Blitz to do what?
On average they also cost more
ram, a sacrificial lamb to take out an axis tank and even if it meant a suicidal attempt on the Soviet side of things the ram was nerfed so hard it's almost never used now. Sure, it was very powerful but nerfing something to the point it isn't viable anymore is just sad and ruins the asymmetrical goal of this game.
So are we now complaining about Tank smoke on axis vehicles or about T 34 ram ability not being able to kill tanks?
and judging by the numbers more people need to start complaining about allied factions unless you enjoy the search queues going back up to 80-90% axis and 10-20% allies huh?
Nothing against a justified complaint but complaining just to complain in order to switch the search ratio to the other side doesn't sound that nice to me.
I've been training a friend up to be viable at coh2, but his frustration with pop smoke has him begging me to queue as axis instead because he always finds the Wehr a far more reliable, solid faction that he can depend on.
I mean it is not like SU performs better than both, OKW and OST...
What I mostly do in order to counter pop-smoke is "hit the ground", AT nades or to chase him down with a tank.
Posts: 378
Posts: 264
I love it when you spend these 40ap in a useless ability like button and it just cancels when the smoke is pulled out.
Button, Mark target. Then the tank just smokes and gets the fuck out of dodge!
Posts: 264
On average they also cost more
So are we now complaining about Tank smoke on axis vehicles or about T 34 ram ability not being able to kill tanks?
Nothing against a justified complaint but complaining just to complain in order to switch the search ratio to the other side doesn't sound that nice to me.
I mean it is not like SU performs better than both, OKW and OST...
What I mostly do in order to counter pop-smoke is "hit the ground", AT nades or to chase him down with a tank.
Throw your playercard up and we'll see how often you hit the ground.
Posts: 464
Posts: 518
Throw your playercard up and we'll see how often you hit the ground.
Apart from the fact that my rank has nothing to do with the accuracy of "hit the ground" ... more often than you play Axis in 1 vs 1, that's for sure.
Here you go
Posts: 264
Apart from the fact that my rank has nothing to do with the accuracy of "hit the ground" ... more often than you play Axis in 1 vs 1, that's for sure.
Here you go
Yeah I'm afraid I played 2v2 mostly, over 300 games as axis, and 500 as allies in 2v2 alone. But sure, lets pick out the 1v1 mode!
Hit the ground, I thought you meant Hit the Dirt... so you were referring to Attack Ground command.
Blitz and Smoke make it hard to get a tank w/ AT nades as its zooming out of conscript AT nade range, USF nades take forever to load and thankfully the UKF have no non-doctrinal AT grenades for us to discuss.
Posts: 518
Yeah I'm afraid I played 2v2 mostly, over 300 games as axis, and 500 as allies in 2v2 alone. But sure, lets pick out the 1v1 mode!
I am not the kind of guy who says "hurr durr you only played "X" matches in this mode or only have rank "X" in that mode (as long the other guy has at least played 2 vs 2 and acutally has played the fraction hes talking about) but since you started with the Playercard stuff ... . But whatever.
Blitz and Smoke make it hard to get a tank w/ AT nades as its zooming out of conscript AT nade range, have no non-doctrinal AT grenades for us to discuss.
1. Russian AT nades can be used through smoke(and if he is using blitz + smoke then he is spending a decent amount of ammo which will lack him later)
2. UKF will get AT nades for infantry next patch.
Posts: 5279
Livestreams
155 | |||||
35 | |||||
20 | |||||
7 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.611220.735+5
- 3.35057.860+15
- 4.1110614.644+11
- 5.276108.719+27
- 6.306114.729+2
- 7.918405.694+2
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
7 posts in the last week
34 posts in the last month
Welcome our newest member, Harda621
Most online: 2043 users on 29 Oct 2023, 01:04 AM