The JT is a powerful TD with unmatched range and damage. It functions as a Pak43 on wheels and is extremely potent. However, in most small games sacrificing ~25% of your army to a single TD unit is risky. It can be done but has obvious counterplay as well. In larger team games this weakness is not reflected because it can be surrounded by potent AT and AI. As a result, the late-late game can lead to a feeling of inevitability for Allied players as they are slowly pushed back and lose.
The Allied counters for this unit are very limited. All Allied TD's must close the gap with the unit, and only the Firefly with tulips, can even hope to scare the unit from the front. Light vehicles can be destroyed by a single shell from the JT and so become extremely difficult to use after its arrival. The 17-pdr is outranged by the JT, and artillery is of limited concern because larger team modes will almost guarantee stuka dive bombs, or other off maps to nullify them. Reliance on AT guns is of limited use since in team games indirect fire is so plentiful in the late game they represent an MP sink, and not a reasonable threat.
Trading with the JT is extremely hard to do, its cost (800 MP, 290 Fuel) means that the lost of even 2 medium tanks in bringing it down puts the OKW player even or sometimes ahead of the loss. If the TD manages to kill any more and the deficit grows noticeably. The JT also comes in a doc with snares on front line infantry, making frontal assaults extremely risky. Smoke and flank is only somewhat useful, since in many cases the JT can sit in areas with extremely few approaches, and even use penetrating shells to ignore direct fire weapons entirely.
However, I think nerfs have to be creative to help retain the JT's potency in smaller team games. Here are some I propose, but I would like to hear other ideas that would balance it better for 3v3 and 4v4:
1) JT call-in cool down increased drastically (potentially up to 5-7 minutes or more)
2) JT range normalized to 17-pdr so it cannot outright counter a static unit
Point 1 forces players who lose the JT to build other forms of AT and so limit another JT appearance.
Point 2 provides the 17-pdr some actual use in team games where it currently is near useless whenever a JT is selected by the opposing team.
Whole post about how strong the JT is, suggests increasing the cooldown time so that allies benefit more if it gets killed quickly... |
Stuka Dive bomb:
I have NEVER been hit by this when playing allies because the sound is so fucking obvious, again use your ears and MOVE your units, infact I have used it/seen it so much I can pretty much ping the map for allies to be like "It's gonna land almost exactly here, move your shit"
And just to conform to community asshattery - it is not time to add red smoke, it is time 2getgud.
Oh yeah? And what about our deaf players, you deplorable human-shaped-entity? You vacuous drone! You shambling obfuscant! You pitiful misanthrope! |
Bleh, this game is apparently way too complex for me. Despite my terrible stats I still get matched against people that roflstomp me. The same thing happens over and over again, I start out well, then the enemy gets back into the game through superior tactics and wins. My initial impression seems to hold: you either were here from the beginning or you're fodder.
P.S. the only thing you're missing is what unit to buy that directly counters whatever your opponent just chased you away with. Unit choice is important, it's a rock-paper-scissors game. You don't want to be fighting T34's with an Ostwind. E.g. if you see your opponent getting fuel, build an AT gun. |
Hi there, got the game 2 months ago and after beating the campaigns and doing some AI battles I decided to try playing some 1v1 because that's what I like to do in RTS games.
So far I'm not having a great time. Judging by how long it takes to find a game I'm guessing there's not many players left and the ones that did stick around are very good by now. They are wiping the floor with me. Apparently even after losing 4 games in a row the matchmaker thinks I'm a great player and serves me 60% WR opponents.
My faction of choice is Wehr and I can't even beat basic strats like rifle or conscript blobs. They somehow just overwhelm me even if I outplay them in the early game and manage to get a squad wipe.
Not sure how best to train for 1v1 apart from just getting hammered non-stop and trying to learn something. AI battles are pointless as I can beat the expert AI easily by now.
Am I too late to the COH 2 party? Thanks.
It's not too late to join obviously, the game is still active...
Just be warned that the community here is comprised of thundercunts galore. Probably even worse than Eve's deplorably toxic community. Players here will team up and beat you, then call you bitch and faggot while raping your base.
The silver side of this cloud, of course, is destroying their team and raping their base, while calling them thundercunts until they drop out of the match.
Up to you. |
Wow, this is a great idea. Although it may be a bit hard to code.
Oh really, why is that?
(This will be good...) |
Nay. This is a defensive commander suitable for large team-games, where you can spam engineers and AT guns, then set them up behind tank traps while your team-mates go about having fun in the match. Changing it might actually reduce its unique flavour. |
Do you realise that there are diffirent leaderboards for random and AT games in 2v2 (and other) gamemodes, but pre-mades still get matched vs randoms right?
There are no logical reasons why current automatch should stay AT vs two randoms (which is an another problem BTW and needs to go), in my solo matchmaking needs to be improved, hell, I even agree to wait more for a game and be "ganked" rather than being matched with the same idiots over and over again.
Also, stop telling me to play AT and ignore the problem I point out.
You're a stubborn bastard
No wonder you're frustrated with pugging 2v2. |
BTW to pre-empt your reply: Relic won't add a blacklist because people would abuse it by narrowing down the list to unreasonable levels. Queues would take forever and people would get ganked via blacklist manipulation. It'll never happen. |
I don't see any mistakes in going into competetive mode and expecting competetive gameplay later on. There must be a way to deal with people who ruin games, and "coh 2 community being small" shouldn't be a real excuse for not supporting automatch.
Fine, I'll spell it out for you. Don't queue pug when you can queue with a friend. If you care about your leaderboard status (which btw has nothing to do with 'competitive play' due to existence of pug vs premade) then you will never queue with a random stranger.
What you're getting now IS 'competitive mode', it's just you and some randoms versus some other randoms. People quitting is part of the scenario and really should figure in your strategy, else you're failing at it.
So your OP boils down to 'I pug and hate it when unreliable pugs quit' - hence, fuck off.
The leaderboard is a red herring in your thought process. It does not identify losses and victories where people dropped out, it only cares about win or loss. When you pug, you sabotage your leaderboard rank progression. In order to avoid this sabotage, queue with a solid team-mate and never pug. |
Yeah, I am totally gonna reply "smart" to a guy who told me to fuck off. I care about solo 2v2 leaderboards because they exist. If trash players want to abandon games at 5 minute mark -- they may play custom games or whatever they want, not actually ruin RANKED matches for people who want to play competetively.
Take responsibility for your own mistakes. In other words, I can understand your irritation and frustration, but don't expect changes to be made to the game. |