It should be locked behind the panzer schwerer headquarters. It still should require mech truck to build, but it should not be able to be built until you build the flak truck because it makes its timing more similar to other rocket arty in the game.
As of right now, the stuka can come out with just 160 fuel investment (15 for truck, 45 for mech truck setup, 100 for stuka). This means you can be dealing with an extremely early stuka around the time a soviet player would be trying to get a t-70 out.
Even if you build both mech and battlegroup it's still just like 55 additional fuel to fully upgrade battlegroup. Locking it behing the Schwerer would lead to the timing being much more balanced and it makes no sense for it to come out that early anyways, even in 1v1 or 2v2. Since you're going to build the Schwerer no matter what for teching, just locking it behind it being built and the investment for building it makes this a very simple decision. The only con is OKW won't get to rush it out before 10min anymore.
I don't think rushing rocket arty should be a viable strategy for any faction honestly, it should be solely a late game thing. Locking it behind the schwerer causes an additional 105 fuel to be spent to unlock the Stuka.
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Post History of Flyingsmonster
Thread: Change rush-walking stuka timing for 3v3/4v42 May 2021, 18:33 PM
In: COH2 Balance |
Thread: + 25 damage in lateral + 50 % damage in the back of tank26 Apr 2021, 17:50 PM
As far as I'm aware, it's not even possible to do something like this regardless because tanks in coh2 are just two boxes, a front box for frontal armor and a rear box for rear armor. If a shot hits the front box the frontal armor is what is used, while if it hits the rear the rear is what armor is used. In: COH2 Balance |
Thread: CoH2 statistics of top200 ONLY.20 Apr 2021, 17:57 PM
If you play 4v4 allies right now the one thing that is glaringly apparent is how bad UKF players are on average. Of all allied factions I've played with, UKF players are always the worst players on the team, and this is a combination of the faction being very bad in team games right now, combined with low player skill as well. It's not that UKF can't work, a skilled player can do well with them IF they know what they're doing, but most players simply aren't skilled and playing a faction like UKF which is the worst in the game right now makes a bad player even worse. Every game I play with a more than 1 UKF player tends to go badly, they just suffer so much manpower bleed and I hardly ever see them with a positive k/d. I cringe when I have a team in 4v4 of me (playing soviet or USF) with 3 UKF teammates, it's almost not even worth playing especially since lower ranked players like to spam emplacements that will just get destroyed a few minutes after they're built. In: COH2 Balance |
Thread: 4v4 win rates disparity7 Apr 2021, 21:29 PM
Yeah, you just have to play it aggressive until the grens arrive and then play it much safer. Good micro and you can really deal with grens well too, especially once you get the vickers K which tears them apart when they're out in the open. Like I said, it really only works on the open maps without a lot of buildings though like Steppes or Red / Whiteball. In: COH2 Balance |
Thread: 4v4 win rates disparity7 Apr 2021, 21:22 PM
I play brits a lot and the way I deal with them is a bren carrier mixed with infantry sections with grenades. In the very early game, a bren carrier rush can catch an MG42 (since 90% of Ostheer players build MG42 as their first unit) before it sets up and do a decent amount of damage before supporting grens arrive, and then flanking with tommies and throwing a grenade also works really well. I agree UKF is at a disadvantage to MG spam, but there are solutions not involving the mortar pit, and they are more effective on some maps than others. Steppes for example I find it very easy to make the bren carrier into a very lethal tool. I never get the WASP but I get the Vickers and it just shreds MGs until they get vet 1 and can counter with AP incendiary. I just always build a bren first, and immediately send it to the fuel or wherever the Ostheer player will be attacking to catch them off-guard, and then let my tommies back cap. I think the Bren carrier is the most important thing honestly for brits, until a 222 comes out it hard counters everything Wehr can throw at you. Just have to watch out for an OKW teammate getting an early raketen. In: COH2 Balance |
Thread: 4v4 win rates disparity7 Apr 2021, 17:14 PM
The Stuka strafe is so good too, on maps like redball on the lower right corner if the allies have tanks and rocket arty there you can kill them so fast from the edge of the map. Recon overflight + stuka strike = many dead vehicles on that part of that map. Even if you just call if in from the direction of the bottom team's base it's very effective. Jaeger Armor needs to see some real adjustments to make team games manageable, because as long as it's in its current state people will keep using it every single match. It's just too effective of a commander right now. Also, since you also have another teammate going storm doctrine you can just use stuka smoke bombs to spot as well if you don't want to spend / don't have muni on recon. It's just another ability that isn't really a recon ability that can be used as one. I think the vision should be removed from the plane honestly so it can't act as a recon unit for only 40 munis. In: COH2 Balance |
Thread: 4v4 win rates disparity7 Apr 2021, 16:59 PM
Yeah, it's amazing how early the Stuka can come out in 4v4s. You only need 15+45+100 fuel to get one out if you go Mech, which is very common in team games. Even if you go Battlegroup it's just an additional 55 fuel if you unlock everything on it for a total of 215 fuel, but again most players rushing a stuka skip Battlegroups upgrades and just get the HQ out and retreat point, maybe medics. So most players are getting a Stuka for only 160 fuel which is insane in a 4v4 match. Sure, you can't get away with this in a 1v1 because you will be hard countered so fast by a LV, but in 3v3 and 4v4 it's very easy to get away with it. I think that the Stuka should still come from the Mech truck, but it should be locked until you set up your Schwerer Panzer HQ, which costs an additional 105 fuel making its timing more similar to other rocket arty like the Panzerwerfer and Katyusha which come out at ~275-295 and 265 fuel respectively if you use all fuel to rush them. Locking it behind a built Schwerer means it cost a minimum of 265 fuel to get out a stuka. I really see this as a completely sensible solution. But again, for Ostheer and Soviets, rushing out rocket arty is not a viable strategy because it still comes too late and if you rush it you're not going to have any reasonable counter to a pz iv or ostwind or anything else to protect it. You really need a T-70, or a T-34, or a M3 / M5 which delays it even further as soviets. OKW is just able to rush it because they can put all their manpower towards having AT, MG, a strong infantry presence and then get out the Stuka asap. Not to mention, it's very hard to get a very good first barrage with the Katyusha or Panzerwerfer anyways because their damage potential and wipe potential at range is much less than a walking stuka dropping a strike on team weapons. In: COH2 Balance |
Thread: Moving snares from Sappers to Tommies 1 Apr 2021, 19:33 PM
I think it's fine as is, especially since you can build royal engineers from T1 now. In: COH2 Balance |
Thread: Commander Update Beta 2021 - Soviet Feedback1 Apr 2021, 16:34 PM
No one uses Partisans already, so removing Partisan tank hunters will just make it so that the 1% of players that might use this 1% of the time will never touch that commander again lol In: COH2 Balance |
Thread: Commander Update Beta 2021 - Ostheer Feedback1 Apr 2021, 16:31 PM
So we're removing IL-2 attacks from 2 commanders, replacing it with the shitty IL-2 strafe which can't even do anything it's such a mediocre ability (and IL-2 attacks are similarly mediocre, it can't even wipe an infantry unit that just sits there during the entire duration with the exception of very low health squads) Yet Ostheer gets to keep the Stuka anti tank skillplanes on 3 commanders, as well as the Stuka strafe which is incredibly powerful on maps like red ball and white ball where it can be called in from the edge of the map in a way that can be essentially unavoidable. So why is soviet getting punished for their much less powerful skillplanes which only target infantry and basically only force a retreat? Ostheer needs to see changes to its own skillplanes abilities. In: COH2 Balance |
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