AAHT works if you have already the upper hand, long range pfaust + pak / 222 make it too squishy for its cost imo. One wrong move and it is done.
And even if you manage to keep it alive till T3, it can't literally escape a tank rush. No smoke and dies in two shots if you didn't reached vet3.
Both M20 and AATH are underperforming. M20 is meh in term of cost/dps/windows of opportunity and AAHT in term of survivability.
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Thread: Your thought on USF early game8 May 2018, 06:07 AM
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Thread: small tech change to OKW to fix their healing problem7 May 2018, 12:22 PM
They are not enough. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem7 May 2018, 11:42 AM
So does the OKW player if he wants to open T2. - Lack of heal - No fuel free option to regenerate your troops before vet3 - You can't get any heal any time soon Oh and by the way, Mortar came before they removed riflesmoke so it couldn't be a cause at that time. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem7 May 2018, 09:00 AM
Is there any singular valid reason behind the USF mortar? nop. OKW is missing HQ healing that is not tied to a tier building. SP crate system is simply too limited at the moment. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem7 May 2018, 08:49 AM
As part of asymmetrical design, OKW could have both. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem7 May 2018, 08:32 AM
Don't be so sure, healing crate could be transfered from Sturm to the HQ and given for free. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem7 May 2018, 05:41 AM
I don't know how you can be so sure. We're talking about OKW here, doctrinal HMG to stock, doctrinal Pz4 to stock, camo raketen, STGs to volks, pfaust to volks, Smoke for ISG... flamnade... In mean, can you imagine brit having a snare on one of their stock troop? No? Me neither, but because it is not OKW. In: COH2 Balance |
Thread: State of USF artillery6 May 2018, 19:49 PM
The sound could be amplified if required. I milite for removing smoke on the major since long. They don't make sense atm seeing how the arty barrage is poorly effective. USF artillery is just inexistent today. If it is not an issue in 1vs1, it is in 2vs2. In: COH2 Balance |
Thread: Why must USF be so hard to play/suck so hard?5 May 2018, 08:30 AM
The 5th man of the rifle always drops leaving you with half DPS Hope this rage post helps you to evacuate your frustration (no joke). But I would like to give you some insight about what I quoted. This may help you to understand it and maybe improve. There is two kind of focus fire in the game used by any kind of infantry squad. Something we could call "focus damage" and "spread damage" Focus Damage make a squad fire at another one model per model. Spread damage make a squad fire at another one spreading its damage over all models. So when you enter in a fight, if the squad in front of you has focus damage, it will pick up 1 model, kill it and then pass to another model, kill it then another one etc... This is what is happening when you see your riflemen squad losing a model vs a grenadier after 2-3 seconds. All four grenadier models fire at one model of your squad and kill it. Then why it happens sometime so fast is because of RNG chance to hit etc... to make it easier to understand, I made a table in a guide I did for my clan: here is a reproduction Focus Damage: Squad---Life--- life per Round1-2-3-4-5...X Entity 1 80--- 80 80 80 80 80 80 80 80 80 65 50... Entity 2 80--- 80 55 40 20 0 Entity 3 80--- 80 80 80 80 80 80 80 80 80 80 80... Entity 4 80--- 80 80 80 80 80 70 50 20 0 The entity model 2 takes the initial damage and when it dies, the model 4 takes the damage and then when it dies, the model 1... Spread Damage: Squad---life--- life per Round1-2-3-4-5...X Entity 1 80--- 80 75 65 50 40 40 35 0 Entity 2 80--- 80 55 50 45 30 25 10 5 0 Entity 3 80--- 80 70 55 40 20 0 Entity 4 80--- 80 80 70 65 50 45 30 20 0 All models take damage at the same time. As far as I know, only Falls are spreading their damage. (maybe USF vehicule crew as well, didn't test) Important note: Focus damage always works as a rule until the 3rd model down (for a riflemen squad at least) when there is two models remaining the damage is dealt to the two last entities simulteanously. and the major as it stands is so expensive the p4 hits the field earlier than Sherman but also has better armor and pen. The major is another problem. The FRP delay is much more impacting USF than OKW or UKF because of the other Major abilities, sometime you use the FRP and need a reco run and you can't use it without having that loooong delay before being able to use the FRP again. Overall I 100% agree with the fact USF is the faction that recieved the least attention those last years. But you know they give it a T0 mortar... everytime you'll say USF lacks something someone is going to tell you about it. In: COH2 Balance |
Thread: Trouble with USF I am having4 May 2018, 09:28 AM
Howdy I have been struggling with the USF for a while now. I was watching your stream today, I think you lack some experience and decision making when the situation is getting hot. I recommend you to stick to Lieutenant first, HMGs are essential vs Ostheer and OKW meta. You'll see that the Stuart isn't a really great counter at the moment and the fact both factions can and will support their light vehicle with pak or raketen. You can try T1 and T2, see how it works having both HMGs and Atgun and learn to manipulate them. Last option you can use is the armor doctrine and the M10 wolverine. You need to unlock T3 to use it but it only cost 90 fuel (compare to Jackson 140 fuel), so you get it around the same time the first pz4 hit the field. The unit itself is more than enough to stop and chase any Pz4. In: Strategy Desk |
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