STGs are for mid-close range, whilst G43s are for long range, as well as better on the move DPS.
It's really up to you, but I would reccomend STGs because you get more for the cost. cloak + stun nade + tactical assault melts squads.
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Thread: G43 & STG4415 Dec 2015, 00:23 AM
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Thread: OKW + USF new air offmap overpriced14 Dec 2015, 23:55 PM
Don't bring the IL2 strafe into this, its like 100x worse than all of the other strafes THe US strafe pins and does more damage, so it should be more expensive. In: COH2 Balance |
Thread: Proposed change to infantry based rocket AT14 Dec 2015, 08:38 AM
Alright guys I have been thinking about how annoying zook and schreks can be to (light) vehicles, since it is fairly hard to kite the 5-range that you have to fire before zooks and schrecks can hit you. I have developed a simple solution to hurt blobbers, but keep the usefulness of bazookas and panzerschrecks at closer ranges, so that they can still be used to supplement AT guns and armor, without promoting a-move blobs. Bazookas and Panzerschrecks -> 0 accuracy at long range Let me explain what this means. This means that bazookas and panzerschrecks can no longer lock onto your armor at max range, guaranteeing a hit. You can now dodge rockets that have been fired by moving away from their projected path. Bazookas and Panzerschrecks will now be ambush and support weapons, instead of self-sufficient AT weapons like AT guns. What it doesn't mean, is that zookas and panzerschrecks will be useless. They can still hit vehicles at long range through scatter, and they can still have accuracy at close-mid range, so that enemy armor that is "going deep" can be punished with tracking rounds. This change will also probably have to come with a tweak of bazooka and panzerschreck scatter and the ability to force "hold fire." In: COH2 Gameplay |
Thread: Can we discuss the PIAT?14 Dec 2015, 08:24 AM
The PIAT would be fine if the rest of the faction didn't have so many issues dealing with enemy light armor. PIAT is an anti-heavy weapon on a faction with insane amounts of high end AT. My fix: PIAT cost to 60 PIAT damage to 80. PIAT pen stays same as is. PIATs now have panzershreck accuracy. (so it can track like other AT) PIATs now no longer do deflection damage. Well, to be honest, my fix would be to give infantry sections or royal engineers a new hammer/ anvil choice. Choosing to unlock AEC (hammer) gives Infantry sections the tank hunter infantry section AT nade Choosing to unlock Bofors (Anvil) gives Royal Engineers the ability to plant light AT mines (like in Soviet tank hunter tactics) In: COH2 Balance |
Thread: OKW Panzerschreck14 Dec 2015, 05:45 AM
Quick question, why do you even bother posting this shit on the forum, when you know it just means that even less people will listen to your "points." Its not a badge of honor to know your ignorant and not give a shit. It's almost like the only reason you post is to see the "1 New Notification" alert at the top of your screen. In: COH2 Gameplay |
Thread: UKF Tank Hunters and AEC/Cromwell/Comet12 Dec 2015, 00:11 AM
I wasn't able to repro the Tank Hunter Grenade Issue. Stuart always too a critical hit when the health dropped below 75% I think that the issue is that the tank hunter at nade is the only at snare that cannot damage the engine in light armor in one shot. Pfaust, at nade, and rifle at nade all snare with no other attack needed. In: COH2 Bugs |
Thread: Luchs11 Dec 2015, 04:27 AM
Ok, then buff it's at. It has 40 less damage and 10 less range than similarly priced puma. Stuart is an all round unit that doesn't excel in any particular role. If you think it's shock value is anywhere near that of the luchs', you may be high. The correct unit to compare the luchs to, is the t70. In: COH2 Balance |
Thread: Luchs11 Dec 2015, 02:24 AM
Because it is more at focused and needs to dive behind enemy lines to hunt light vehicles. It says right there in the rest of the post. Though I do personally believe the stuart should get a 10 fuel price nerf. In: COH2 Balance |
Thread: Luchs11 Dec 2015, 02:04 AM
It still has nowhere near the anti infantry shock value of a T70 or luchs, which can wipe a squad much more quickly and hunt them fown on retreat more effectively. While people don't buy a stuart to counter a 222, they absolutely do buy it to counter a fht, puma, luchs, ht, or stuka. It is meant to go a lot deeper to fulfill it's roles than a T70 or a luchs, as it's abilities show. The luchs doesn't need the extra hp to fulfill it's roles, and can make do with micro like the t70 does. It needed it before because of how late it hit, but now it hits with every other light vehicle. Also, as a side note, the okw has much better supporting at for the luchs than a T70 has, so it's not like the hp is needed to help it survive diving tanks. If the luchs needs 400hp, so does the t70. In: COH2 Balance |
Thread: Luchs11 Dec 2015, 00:59 AM
I'm fine with the luchs. The only issue it has imo is its durability. It should have 320hp like the t70. This would make it less able to solo the single at gun a player would have gotten preparing for it. Maybe give it a similar mechanic to the t70, allowing it to survive a second shot by disabling it's weapon. And before someone says "but stuart," I would like to point out that the stuart needs the extra hp because it's role is close to that of a puma (400hp) than that of a luchs/t70. The stuart's primary role is as an anti-light vehicle unit. In: COH2 Balance |
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