Answering the real topic:
M36 Jackson, weaknesses: AT infantry and AT guns, where it both can't do a single shit against. Case closed.
Against the inf you get an MG or two, case closed again.
It seems like you have a problem fighting combined arms, which is the way the game should be played. And in addition you seem to like whining.
Profile of Highfiveeeee
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Steam: 76561197987828700
Residence: Germany
Nationality: Antarctica
Game Name: highfiveee
Steam: 76561197987828700
Residence: Germany
Nationality: Antarctica
Game Name: highfiveee
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It is though God by command has withdrawn every other throne.
And God is saying 'No. These people will deal with me alone.'
And God is saying 'No. These people will deal with me alone.'
Post History of Highfiveeeee
Thread: What is the weakness from Jackson?15 Jan 2018, 21:44 PM
In: COH2 Balance |
Thread: What is the weakness from Jackson?15 Jan 2018, 08:29 AM
Instead of HVAP round, Jackson should have a permanent upgrade. I'm just thinking of any kind of real life scenario where this would make sense somehow. A tank that is good against other heavies but not good vs weak. The only thing that came to my mind would be some kind of a heavier cannon that slowed down the tank because of weight. But usually there are no upgrades that nerf a unit. Other than that we could simply say the cannon gets so strong, that the bullet will just fly in medium tanks and leave it on the other side without exploding. Haha. In: COH2 Balance |
Thread: 1-2 sec lag after the last server maintenance12 Jan 2018, 15:12 PM
80-110 is IMO okay for an RTS game like CoH2. Quick reaction games like LoL or CS are unplayable with such a latency. I also noticed in the last days that it takes about 1-1.5 seconds in order to react which is crucial when dodging nates or retreating. This is weird as CoH2 has always been the game to play for me while downloading stuff as it didn't need a very fast connection at all. But even when downloading on full speed, a reaction of 0,5-0,7 seconds was the worst experience I faced. In: Lobby |
Thread: Serveral questions12 Jan 2018, 09:58 AM
If you compare those three in terms of AI, I think it goes like: Stuart > Puma > AEC The Puma has some decent AI quality in terms of in 2-5 shots it might hit/kill a single target. Same goes for the AEC but it feels like it misses a bit more often. The Stuart is by far the best of the three as it might even wipe squads with a single shot if you're really lucky. But in terms of usefulness, the Puma is the best as it is an amazing kiter and has a nice penetration that can even be dangerous to medium tanks and heavy tank's asses. AEC on the other hand is just a Luchs and Flak HT hard counter and IMO not useful for anything else but maybe be a command vehicle. In: COH2 Balance |
Thread: OKW is absolutely trash now, rebalance this asap!12 Jan 2018, 08:52 AM
Maybe we need some optimism here so I'm gonna say that I haven't had as much fun with okw as I have now after patch for a long time. I think most people are simply used to go Mechanized and rush a Luchs. But for me that always played Medic HQ, this patch is a blessing. If somebody is interested, here is my buildorder: 1. Volks 2. Volks 3. Volks 4. Volks (I noticed that you absolutely need 4 squads as with 3 you're getting busted against allied inf hordes) 5. Get a sWS truck (If you get every Volks squad the second you reach 250MP, you should be able to cue the sWS before the last Volks is even finished) 6. Medic HQ in base or VERY defensive 7. Raketenwerfer 8. Flak HT (This is the most important unit in the whole build) - After the Flak research the medic upgrade. Now there is a time window where you have to play aggressively with your Flak (that means moving a lot). ALWAYS keep at least 1 (better 2) Volks nereby to Faust anything that is coming close. Also your sturms need to be close as well to repair any shot the HT eats. Keep the Raketen behind the HT and place mines if you have the mun. 9. LeIG to counter support weapons if there are any and to harass 10. (OPTIONAL) MG in a building to prevent flanks (This is usually possible as you are floating a lot of MP) 11. Get the 2nd sWS Truck 12. Build a defensive Flak HQ near your MG in the building or/and the cutoff point 13. Wait for the JP4. Important key tactics in this build are to always keep your Flak HT moving once enemy troops are pinned/suppressed. You can't overextend but you have to keep the majority of VPs at all times as this build is rather defensive compared to what allies could do. The HT can eat at least 4 light tank shots but only 2 AT gun hits before it dies. So once you see an AT gun shooting at you, immediately smoke and retreat to a defensive position where you wait for the enemy to come while the HT gets repaired (after about 5 seconds in repair, it will survive another AT gun shot again). What you have to do to win is to not let the light tank come close your Flak HT. That is why fausts are so great. A fausted T70 has to fall back immediately because of your Raketenwerfer and also the Flak itself which can be really harmful to light vehicles as well. Any tanks coming will face your JP4. You do not need an AI tank, you have your flak and 4 Volks squads. It is not about wiping every enemy unit but just to suppress them and make them retreat. Once the enemy falls back you use your Volks to cap everything that is possible. In: COH2 Balance |
Thread: New CoH Community Manager?12 Jan 2018, 08:15 AM
I don't think this is absolutely correct tbo. Usually I have no problems in bashing Relic, but you have to keep in mind as well that DoWIII was (not only) bad because of how the game was implemented, but it flopped because of being some kind of League of Legends clone that nobody wanted. And I am pretty sure that the decision for this did not came from Relic but from SEGA because MOBAs where the best selling games at the time and are still now. In: Lobby |
Thread: Nerfing Indirect Fire10 Jan 2018, 08:15 AM
I am the 1st to agree with you on all Mortar and artillery getting nerfed. It ruins the game in so many ways. But OKW can make anti-air out of the Med truck. And I think the teir 4 truck has an anti-air ability that was added. Still feels bad playing as OKW and getting rekt from no skill one button win tactics. Post patch, most artillery feels way less harmful than before in my opinion. If you place your OKW truck so aggressive that it can be destroyed by indirect fire without the enemy having to push then it is your own fault. I usually place my Medic HQ in my base (in 1v1) and the Flak HQ at the fuel/cutoff to defend it. The Flak HQ didn't get an "extra anti air ability" - The ability to target airplane is now just toggable with a 30 seconds cooldown. In this time, the flak WILL NOT shoot at infantry. So it is now either/or and not, shoot down the planes and then immediately fire at inf again.
No, we're not. its funny that the faction...the brits...with the best defence abilitys and teamweapons ...have also mostly the best anti defence tools and abilitys.. I honestly don't give a damn about your posts because every single one of them is just a stupid biased Axis fanboy rant. You're rank is far beyond 1.000 and still your personating as the balance guru in person: https://www.coh2.org/ladders/playercard/viewBoard/10/steamid/76561198079087631 L2P or learn to give constructive feedback. But reading "huhuhu I can't win easily while playing Axis" is getting extremely annoying because you want to turn every single CoH2.org thread into this fanboy bullshit. In: COH2 Balance |
Thread: Repair time is too fast9 Jan 2018, 15:35 PM
Bullshit. Repair rates are now actually fine. Pre patch WFA repair rates were to fast, now I don't see a problem anymore. If you manage to cripple down a tank to 1/10th of its health you won't see this tank in the next two minutes. Take this time to start an offensive. If the tank will be out of battle for 5 minutes plus, people simply wouldn't build vehicles. In: COH2 Gameplay |
Thread: okw grenade unlock9 Jan 2018, 08:40 AM
tbh I am fine with these changes (though I play a lot of OKW, so my opinion might be a bit biased). It is IMO fine, because before you were screwed as OKW when playing against house camping with MGs. Semoisky northern house vs brits = gg. One MG can deny the complete south side without any possibility to counter it while the rest of the army defends left and you won't get a fuel point. Now it still is hard but if you manage to throw that nade, you can come back. In: COH2 Bugs |
Thread: Serveral questions8 Jan 2018, 07:24 AM
6. Why is every Ullumullu thread full of biased whining that MUH AXIS ARE UP?
Link pls In: COH2 Balance |
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