Since the brits have become viable again I've spent quite a bit of time playing around with the Royal Engineer doc and especially AVRE has become one of my favourite meme units. The good thing about it is that its actually a really good meme and even the best players regularly lose squads to it. (as evidenced by the recent 2v2 tourney)
On paper it still seems like the (worse) wannabe Sturmtiger compared to the real deal with its lower range and damage. However in reality AVRE seems to vastly outperform its Axis counterpart.
I decided to play around in CheatMod and came across some unexpected and interesting findings and also payed more attention to the veterancy bonuses.
First of all the AVRE Reload time begins when the firing animation is started making the actual reload several seconds shorter than on paper. Meanwhile the Sturmtiger's manual reload is exactly what is meant to be so the AVRE gains an unfair advantage due to this oversight. That is in addition that the ST reload is done manually and the speed debuff makes instant manual reload on the frontline a very bad idea most of the time while AVRE gets away with its automatic instant reload scot-free.
2nd item on the list: the Sturmtiger's vet 4 range bonus is simply bugged and it seems to not be implemented at all. I checked the recent patch notes and veterancy guide and there seems to be no indication that the vet 4 was scrapped so its just a useless shiny star on the unit icon atm.
The inconsistency between veterancy and reload bonuses:
The AVRE gets the reload bonus right away at vet 1 making it only 32 seconds. In actuality the reload disparity between it and the ST is even bigger due to the AVRE's ease-of-use in reloading.
The Sturmtiger on the other hand requires vet 3 to get a 30 seconds manual reload and vet 5 meme tier vet to remove the speed debuff. Much like indirect fire the real power spike happens when the reload buff veterancy level is achieved. So the AVRE power spike happens a lot quicker compared to the sturmtiger giving it a huge advantage in this department as well.
Time to fire: The sturmtiger has one the most obvious firing animation in the game (after the conscript molotov) and it lasts approximately 4 seconds giving opponents ample opportunities to react. Meanwhile the AVRE time to fire is around 3 seconds and there is no real firing animation + the turret traverse makes targeting faster and even more so with vet 2 movement and turret rotation buffs. Once again the sturmtiger gets the short end of the stick. Also due to the lack of proper animation the mere presence of the AVRE is often enough to force retreats (as in parking it next to a point / behind a sightblocker when it is reloading while the opponent expects the AVRE to fire the second a capping squad is in range.)
The ease of use against armor:
For UKF it is significantly easier to use the AVRE and combined arms against armor compared to OKW and the Sturmtiger. Brits have several abilities that synergize extremely well with the AVRE like the AEC tread break and Tulip stuns that make it possible to chain stuns. (The longest relatively easy stun lock being Tulips + tread break + AVRE + Gammon Bombs requiring no assistanance / abilities from teammates) OKW nor axis in general has such stun locks / chaining available.
The last thing that I find peculiar is the disparity between patching these units.
The changelog has made it very clear that the instagib potential of the Sturmtiger was deemed necessary to be severely reduced.
Quote from the changelog of december 2018:
Sturmtiger
We have aimed to make this unit perform more consistently. The intention is an increased ability to punish dense unit concentrations while not outright destroying infantry squads immediately.
Since then it has been given "buffs" that mostly seemed like out-of-date April Fools jokes like the grenade launcher buffs. Meanwhile blind eye has been turned to the AVRE and its vet that is 100% aimed at improving its primary offensive capabilities.
The bare minimum I would like to see is the veterancy oversights / bugs fixed. The focus of balancing between these units should also be made consistent and equal instead of the nerf hammer ignoring one of these units completely.
I'd like to hear your thoughts since the AVRE is such a regular unit on the battlefield these days and it has made the power disparity between it and Sturmtiger very apparent.
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Game Name: SweetrollWerfingNearTheDoor
Steam: 76561198042954128
Residence: Finland
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Timezone: Europe/Helsinki
Game Name: SweetrollWerfingNearTheDoor
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Post History of SweetrollNearTheDoor
Thread: Sturmtiger vs AVRE - in a very good spot right now?21 Jun 2020, 08:02 AM
In: COH2 Gameplay |
Thread: Kubel idea19 Jun 2020, 08:34 AM
Step 1: Make Kubel a UKF unit Step 2: Add the secret ingredient Step 3: Kubel becomes viable and its in a good spot right now Step 4: Move it back to OKW roster Profit (Step 5: Nerf it due to overperforming) In: COH2 Gameplay |
Thread: Iron Harvest MP demo today18 Jun 2020, 10:39 AM
It is a shame if the demo doesn't showcase some of the campaign missions that are already implemented with cutscenes and hero unit backgrounds. As for the multiplayer aspect only time will tell what kind of a community / playerbase it will have but I definitely will feel that I've gotten my moneys worth if the rest of the campaign is well made. Since its a small team I know not to expect Starcraft / Warcraft campaign quality but nowadays there are so few RTS games with a story I hope it will succeed commercially so the devs can improve upon their initial concept. Much like vCoH had a ton of issues many of them were ironed out and the key gameplay mechanics were improved in CoH2 and I hope that is the case for Iron harvest as well. Balance wise I'm not too concerned since C&C Remaster proved that even completely imbalanced and wonky games can still be a ton of fun to play if they are properly supported with modding, terrific soundtrack and good interaction between the developers and the community. In: Other Games |
Thread: Making OKW Battlegroup viable9 Jun 2020, 09:13 AM
One other method of making Battlegroup HQ more viable would be to make the Flak HT less situational. Compared to any other halftrack it sees way less use while M5, M15 and 251 are regularly used units each with distinctive benefits. On paper the Flak HT has good damage (which gets kinda goofy at vet 2 if you actually manage to get it to vet up in regular combat) but the damage rarely gets realized due to the long setup time. I wonder if a similar solution that was made to M5 Quad could work for Flak HT as well. Quad shreds infantry stationary and offers excellent suppression whereas on the move the damage is significantly reduced and suppression removed but it can still finish off weakened light vehicles and chase infantry on the move. I'd remove the initial setup time for the Flak so it would start firing right away and actually do light damage instead of just forcing enemy to soft retreat. The suppression and high damage could then be tied to the setup time so Flak HT would punish units that stay in the line of for too long. Meanwhile good opponents would have time to retreat before the suppression starts forcing retreats. That way Flak HT could be used more aggressively but without making it too oppressive and rewarding players who preemptively position it. In: COH2 Balance |
Thread: Sneaky PIAT commandos4 Jun 2020, 08:36 AM
I very specifically mentioned "somewhat high tier games" and Adamir is the only top 50 & top 100 player I've seen use that strat. For now your success with this particular playstyle is yet to show in your rank. For me it matters very little if this strat is deemed problematic since very few people are going to adapt it and the chances its gonna get looked at in a patch are slim to none. But it does offer excellent entertainment value when ones teammate manages to pull off such a meme move In: COH2 Balance |
Thread: Sneaky PIAT commandos3 Jun 2020, 22:18 PM
You know it is a spicy meme when one single replay featuring one very creative player using an extremely niche strat starts a full on balance discussion. Suggestion: Since current evidence indicates that there is a single person using this strat in somewhat high tier games can we rename this thread to Nerf Adamir - until this naturally becomes the new feared brit tryhard meta that everyone else was too blind to use In: COH2 Balance |
Thread: Two molotovs in the same spot?1 Jun 2020, 19:02 PM
I'm pretty sure molotov damage ticks stack. For example I've sometimes thrown triple molotovs at an MG bunker which will gib it from full health. (An actually cost effective trade / on the fly bunker counter if you ignore the tech cost of molotov and the general meh:ness of it) In: COH2 Gameplay |
Thread: Sneaky PIAT commandos1 Jun 2020, 15:33 PM
I am becoming famous I only did it because I was told commandos would get suppressed PIATs at vet 3 - disappointed In: COH2 Balance |
Thread: Brit (non-doc) tools to delete OKW HQs are ridiculous2 May 2020, 15:25 PM
You can't double team an opponent off the fuel, spam trences to deflect the counterattack and build a mortar pit in the meanwhile? Accounting for the fact the pit needs to only exist for a few minutes at max to get the job done? Mkay Once again the life expectancy of the mortar becomes irrelevant after it has fired the needed amount of smoke barrages. For the pit to pay off it does not have to survive the truck kill operation. In addition the skill level of a player has nothing to do with the fact no faction has reliable readily available tools to counter free constantly spammed easy-to-use smoke with 0 cooldown that can be combined with questionable gimmick mechanics without Axis doing excessive/unreasonable investments to counter that single strat. In: COH2 Gameplay |
Thread: Brit (non-doc) tools to delete OKW HQs are ridiculous2 May 2020, 14:59 PM
Replace everything you said with emplacements, also if its that easy to smoke and walk into someones base, why has it never in my thousands of hours playng, happened to me? Because it doesnt work. Let me bury that anecdotal evidence real quick with actual replay proof that it happens (You actually need to play at minimum one single round of OKW for your truck to have a statistical chance to be gammoned so I guess it’s a valid point if it hasn’t happened to you personally) As for emplacements on most maps emplacements in base sector are utterly useless and on maps where they are positioned near base sector like Crossing they do get smoke creeped (considerably harder without creeping smoke) but at least they have brace to prevent an instant wipe so you have at least 20 seconds to react and start gathering units for defence. When creeping smoke barrage starts and sections advance upon an OKW truck its dead unless the Brit player messes up. When I have more time to play I will be happy to provide more higher quality replay proof of how Creeping Smoke + uncounterable Gammons take away from the overall enjoyment of the game and cause an unnecessary source of frustration for the Axis players that they can do very little about In: COH2 Gameplay |
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