17pdr is non-doctrinal and doesn't require an (optional) upgrade so its hard to compare with the Pak43 taking up a doctrine slot.
Not to mention that Pak43 will fight against Pack Howie, katyusha, M8 mortar carriage, mortars (possible 120mm), and mortar pits. While at most the 17pdr will go against IG, mortars, and stuka. The 17pdr needs its survivability to face off against heavy German cat tanks like Panther, Tiger and KT. While all Pak43 has to do is land one good shot on a Allied medium or TD and then it will back off.
Can't compare the both since they face different stuff. 17pdr is arguably the more defensive focused gun while the Pak43 is the more offense focused gun through superior firepower.
I think the shooting through obstacle is fine. It wouldn't be worth a doctrine slot without it.
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Thread: Why is the Pak 43 allowed to shoot through obstacles? 21 Sep 2021, 12:34 PM
In: COH2 Balance |
Thread: Relief for USF teching problems2 Sep 2021, 09:43 AM
Probably won't ever happen because fighting positions can have the .50 without any tech upgrade. The faction design is locking either tool behind a tech upgrade, making you have to choose which you want early game or getting them both after the tech upgrade. If you're playing team games (which I think you are judging by your player card), I recommend getting both LT and Captain without upgrading mechanized because Pack Howie and AAHT are pretty bad value units right. I prefer the extra guns on the field in exchange for that fuel. Its kind of a problem when the 50MP less OKW IG gun kills better than the Pack Howie. In: COH2 Gameplay |
Thread: USF players ragequiting in team games2 Sep 2021, 02:23 AM
USF is probably at its worse point ever in team games right now. Its not worth playing and if you queue into a team with a USF player then at least be kind to them because they are playing with a severe handicap (along with you). Constant nerfs in the past 2 patches has put it in a terrible position without any buffs. Calliope nerf, .50 cal nerf, pack howie nerf, scott nerf, jackson nerf, popcap nerf, AAHT nerf (remember when AA mode didn't even shoot down planes after a patch?). All without some sort of buff to other USF faction tools has put it in a terrible spot for team games right now. Sure it might be playable in 1v1s but USF is completely gutted to the point where it might be better to play Brits instead for team games. This is not including all the Axis buffs that have made it into the game lately. Sturmtiger buff, T-34/ram removal, IL-2 removal from several commanders, and jackson vet 2 nerf as previously mentioned. All of these indirectly buff Axis heavy tanks. Most team games last a long time so any buff to Axis heavy tanks is a tilting the scales of long team games towards an Axis victory. Its a little bit infuriating that the balance team doesn't consider this. Lets not forget that all prototype changes seem to occur on Axis units first and then are moved onto the rest of the units. So Axis get an initial buff and then we have to wait a patch for it to roll over for everyone else. Examples being Sturmtiger and Halftrack healing. Speaking of initial buffs, anyone remember when Elefant dive bomb got replaced with a very OP strafing run? Kind of makes me question if there is an Axis bias. In: COH2 Gameplay |
Thread: USF and MP bleed31 Aug 2021, 08:41 AM
I think the biggest issue is like Vaz said the efficiency of OKW bleed. There reinforce is all over the place but as a percentage they are on the lower side compared to other factions. This is an interesting take on the sustained MP bleed over time. I recall a time when reinforcing Obers costed 50MP. I think its also important to note that Allies tend to have bigger squads while Axis have smaller squads leading to even more efficiency in terms of MP to power. In: COH2 Balance |
Thread: I don't trust the official balance team.31 Aug 2021, 08:37 AM
I disagree. T-34 ram/IL-2 combo was a big buff to Axis heavy tanks in team games. Typically when you have heavy tanks covering heavy tanks, they become near impossible to defeat without the T-34/IL-2 ram combo. It also wouldn't surprise me if the heavy tanks got some buffs over the years because of this combo but the buffs weren't reversed post-nerf of T-34 ram. I'd argue that the winrates were closer to 50% in 2019 than it is now, therefore the game was more balanced in team games in 2019 than now where win rates have moved farther from 50%. In: COH2 Balance |
Thread: Rcon Support USF31 Aug 2021, 08:33 AM
The combo package makes it kind of useless late game where team games usually end up. Its great early but late game, you're wasting resources on a pack howie you probably don't need. Especially when you just need an elite infantry squad to replace the one you lost (playing in a long game). Perhaps add Airborne as a buildable option on the HQ after the first call-in? In: COH2 Balance |
Thread: I don't trust the official balance team.31 Aug 2021, 08:10 AM
This might be the stats you're looking for: https://www.coh2.org/news/92866/automatch-stats-factions-teams-and-maps#stat4v4 From 2019. Those were some simpler times when 4v4s were more balanced and fun. In: COH2 Balance |
Thread: I don't trust the official balance team.31 Aug 2021, 07:52 AM
You know the reverse can be said. If 1v1 and 2v2 players were more aware and empathetic to 3v3 and 4v4 players they they can discuss what changes can be made without shaking up the balance all that much. Technically the majority of players are in team game modes so they are keeping the game alive while only the minority are enjoying a balanced game. I can think of several changes that can be made without affecting 1v1 and 2v2s all that much. Such as limiting rocket artillery to 1 or in general, limiting artillery to 1 so it can't be spammed. I made a list above your post which includes some other changes that can be made without affecting 1v1/2v2 balance. In: COH2 Balance |
Thread: I don't trust the official balance team.31 Aug 2021, 07:34 AM
Are these screenshots recent? I think part of the reason why those screenshots are the way they are is because Axis is incredibly unbalanced and powerful in team games at the moment. There are barely any players playing Allies because of this fact. Playing Allies in team games, especially 4v4, leads to some very not-fun games and most of the time a loss. This is anecdotal but I was around rank 300-500 last patch and now I'm floating around under 200 this patch for USF. It seems like there is a lack of 4v4 USF players playing because they understand the faction is so weak. I want to abandon my favourite faction (USF) because it feels near impossible to counter the Axis meta atm because of all the nerfs. There are reasons why 4v4 automatch tend to favour axis and its because they have several non-doctrinal units that help them immensely in the late game. OKW, a faction built around securely the late game, unbalances win rates a lot by having access to a non-doctrinal King Tiger. Most team games will last into the late game where they really shine unless they are pushed off the fuel early. They can't get pushed off the fuel early because recent buffs have buffed their early game. What makes this worse is the short width maps like Redball and Whiteball that favour Axis HMGs to secure early game. Since I'm pointing out problems but not offering solutions. I have several suggestions to reduce Axis win rate without shaking up the meta all that much. Here are some things that can be done or at least be used as a starting point to put a dent in the Axis late game in team games. - New 4v4 maps or updating the current ones in the pool such as Whiteball and Redball to introduce wider lanes. - Increasing setup/teardown time for Axis HMGs so they can't be relocated on a dime. HMG spam with Pio vision is uncounterable unless the Ost player makes a mistake. Every top 200 Ost player does this. Manual reload makes it even worse because all MGs will always be fully loaded. - Reduce lethality of Ost mortars so its not as powerful when spammed behind an HMG wall. Which is typically what happens in 90% of the games. HMG wall and then 2-3 mortars. Alternately, restrict all mortars team to 1 across all factions. - Adjustments to Panther that affect multiple Panthers but not the first one. Such as increasing popcap or increasing repair time or removal of Axis minesweeper/repair bonus combo. Also add repair bonus for USF Rear Echelons sweeper upgrade or somehow bundle it into the Pershing Commander because Pershing Commander is gimped without it. The Panther popcap could be increased by 3-4 from its current value because of how powerful it is in team games. - Add repair bonus to UKF Royal Engi sweepers. Why? Because repairing comets takes forever without the upgrade. There is significantly more downtime repairing Comets than there is repairing the same amount of Panthers. For a unit that is supposed to be similar, its unbalanced because the repair times are not similar. - Normalize pen across all anti-tank snare grenades. Why should Allies have a lower chance to pen with their snares? - Add non-doctrinal heavy tank call-in for USF (Pershing), Soviets (IS-2), and Ost (Tiger). That way every faction has a non-doctrinal late-game heavy tank hero unit instead of just OKW. Again most games go late. - Increase Ober reinforce cost. They are far too efficient for what they are able to do. Non-doctrinal long-range DPS with a very low maintenance/reinforce cost is dominating late-game infantry fights and is incredibly efficient. Finally, my personal grievance, a USF buff. Reverse 2 patch changes on the Scott and restrict it to 1. Its so dumb that non-doctrinal Panzerwerfer, Brumbar, and Stuka don't get any nerfs but Pack Howie and Scott gets a nerf. These nerfs combined have completely neutered USF in team games. In: COH2 Balance |
Thread: I don't trust the official balance team.31 Aug 2021, 07:14 AM
Yes and so what if 1v1 automatch is dead? What do you balance the game around then? 4v4s? 99% of the 4v4 players don't know anything about the game and 4v4s are incredibly dumb. Blob 24/7, spam tank destroyers and arty. That's literally it. Half of the game mechanics don't matter in 4v4s, timings, cover, build orders all go into the trash. If you look at twitch or youtube 90% of the content is for 1v1s and 2v2s, 5% is tightrope being paid to cast 3v3s and 4v4s. Sorry but this post is toxic and really strikes at the core of why the author made this thread. This kind of toxicity/elitism should have no place on the forums or in CoH. There really is no excuse for this kind of toxicity and wanting a balanced team game modes should not warrant this kind of toxicity. In: COH2 Balance |
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