To me, T2 -> T1 for a flak or puma is best against Soviet T1.
It's safer to go T1 -> T3 for a PII most of the time. And get a couple of puppchens.
Rushing for a KT would only work against a Soviet aiming for dual IS-2s/ISUs. Most of the time a panther is the best choice. |
It's 100% exploit/bug and not technically "hacking".
But I still consider this as cheating, and this needs to have repercussions. |
Where did you report it to?
This happened to me too.
The exploit instructions have been even posted on this forum. This can apparently work on any US infantry.
The stuart shocking too.
It's plain cheating :/ It's equivalent to hacking the game, to me. |
Here's a replay of a US player exploiting/bugging Pathfinders to run at insane speeds (faster than any tank) and basically teleport across the map. Thus, they could snipe retreating infantry and cap reallly fast everywhere.
He also uses an exploit to cause the stuart to stun at every shot.
This basically cost us the game. I've come across these guys twice, and they always do this exploit.
LOL Is this considered cheating? |
What is the moving accuracy penalty or how do we find its value in coh stats? |
The main problem is that getting T4 is less appealing than rushing callins for both Sov and Ost.
The panzerwerfer (and kat.) has 160 health. I wouldnt move any of them into close range to use them at such a low health... So you have to use max range most of the time basically.
They should be buffed to 180, 240 or 320 like the rest of the light vehicles (m3, 222, halftracks)?? Even the kubel wagon has more health, this has clearly been overlooked :/ |
A 222 counters T1 +shocks, while guards counter 222 pretty much. So its a situational unit. You are forgetting that they are only in some doctrines that don't have shocks at the same time.
The mp drain of guards is far less than shocks and it's still better than a script. It's expensive, but getting one doesn't hurt. Spamming guards doest work, yes. |
It's not under performing. It does a huge amount of damage and can wipe most tanks. Unlike the ost railway or stuka, it drops several bombs accurately.
There are plenty of opportunities that it will work on. Stun, ram, in a spot with bad pathing and AT naded heavy tanks (Eg elefant). The guard lock down is situational. If a heavy hits a mine which is cheap, it's also very vulnerable.
If anything its too effective. It should be quicker but do less AT dmg or drop less bombs. |
4 grens straight up is best vs all soviet tier starts. Then mg42, 222, sniper or mortar. Early mg42 is mostly good vs script starts and USF.
Grens are now more durable. You should spread out in pairs and always stick to cover first. Flank maxims individually and time large tactical pushes (don't send in squads one by one to get suppressed/killed only to retreat). The stun grenade from Elite Troops doctrine is the best for clearing buildings. The breakthrough sprint is also neat.
It's also good vs T1 because the more grens on the field can handle m3s with focus fire and also push off early snipers as well.
|
It's easier just to tie call ins to tech buildings and increase CPs for the heavies at the same time.
Elefant/tiger for T4, medium tanks for T3.
Increase CP for soviet Heavy tanks and tie them to T3/T4 (since Soviet T3/T4 is cheaper than ost T4).
The US and OKW has less of a problem with call ins.
Even if this would "nerf" call ins, it wouldnt effect faction balance since players would just have to use stock teching which is ideally supposed to be balanced. |