Ass engies, are more like sturms...
Which are getting buffed this patch because you know... they don't cut it enough vs mainline infantry. The rest of your post is your personal opinion but doesn't synergy with the game design. |
Penals cost less (mp and muni) and perform way better until g43 and get a good boost at vet 1 compared to Pfussies. There is a reason that the unit had meh pickrate in tournies while Grand Offensive was the meta commander. They are not good enough compared to volks and obers to do without sandbags.
I think their performance pre g43 is kinda alright, but in 99% of cases the outcome of the game wont differ when you mix Pfussies with volks instead of going purely volks. JLI and even Falls are just 3 times better at supplementing volks.
What does it have to do with AssEngi? For the record you stated that the encounter is fine because AssEngi have utilities and it is included in their price to which and responded Pfuss as well. |
You can try the same scenario (Ass Eng running at the squad from max range) with Penals and you get the same outcome. These min 1 assault squads are just not supposed to run at more expensive (slightly in this case) squads and win. They have either more utility (sprint/repair/mines/flamethrower) or scale better (5->6 men). Im not sure what you expect here to happen? Buff them so they can run at other squads and simply beat them like 2CP 360mp Shocks?
Pfuss aren't Penals and have their own utility box: G43, +7 vision range, snare and flare. And I've never said they should win from running in the open. |
So I did some test and found out that it is roughly 50/50 if assengies engage from 20-25 meters and my suspicion about PPsH guards were wrong. My earlier results seemed like consisted from borderline best case scenarios.
So the question is: are panzerfusiliers that good, or perhaps most cqc infantry that bad? Once PGrens arrive vs OST, or obers - your cqc infantry become expensive ordeal. Also vehicles, hmgs etc. That is why you see much more guards then shocks with SOV. Guards, apart from having vehicle crowd control, are constantly doing damage, while cqc infantry had to go very close to do it or waste muni in the process of doing so, otherwise they have very limited use. So, in my opinion, the cqc infatnry that works have either combination of great timing+sprint with assnades (assgrens) or having something heavy hitting like tommyguns (assguards, cavrifles, rangers) so if you get close enough, you are getting the maximum out it, not some 4 seconds outdps nerfgun action. Also there are commandos, but those guys are another story, same with stormtroopers.
About Panzerfusiliers: I never found PF to be that great, but things may change after sandbag nerf and I assume after AT is on the field most cover, but tanktraps, will be temporary. Even though flame nade is great, I think sandbags was that thing that gave volks that edge over PFs.
As a side note, I wish assengies could built tanktraps. It is a the best cover and having it on actually decent combat unit (with flamer) might make it more attractive
You use them to ambush, cutting retreat path, bait and flank etc... The problem here is Pfuss will simply melt them before they could do anything. And Pfuss aren't obers or pgrens. |
How can they fill a similar role to Sturm if they lose badly vs pfuss even when you manage to sneak them close enough. AssEng are only good at close combat but still lose vs a versatile unit with the best condition possible. |
tell those guys to l2p. Take a closer look at those games. Just because there are few strats that are supposedly counter ST, does not mean it is fine.
Before creating this thread I just didn't went by my "feeling" but actually took time and asked Duffmann, Siberian, Jibber, Elpern + you get the reaction of KThez, which called it a "Scumtiger". You have majority of the community trolling this unit and outright calling it toxic, casts, data of Elite Armor pickrate, but it is fine, because Paths with 2 at guns counter it. Units got nerfed for much less, like falls with faust or Tiger with Panzer Commander.
I can't come up with justification for COH2 meta, where oneshotting units, that only 2 faction has access to are part of it.
Pls, might as well bring back low scatter B4 and while Balance team are working on it, perhaps give something similar to USF. That would be nice. The dream meta of the game that revolves around unit preservation.
Guess the balance team nerfed Path vision on team weapon for a reason: they could hardcounter the Sturmtiger |
This forum is worthless. It's populated by people who don't understand basic CoH gameplay but still want to discuss balance issues. That's fine but people who actually understand the game (like him) don't take it seriously. It's kinda like people debating coaching decisions in sports when they've never been involved in the sport in any relevant way. It's fun for them but the discussions are ultimately worthless.
Why don't you show us evidence of Airborn hardcountering Sturmtiger instead of always using your superior posture in any thread you participate in. |
before creating this ranting thread, how many any tests have you performed exactly?
What are you trying to demonstrate here? That if you spawn both squads on each other AssEng win? Cool then show me how you do it on a real environment. |
Since I can't play the game, because my stupid ass decided to fly over the handlebars off the bike, I'll spare some time for OP and rest off you.
no, because they don't. Tested this with 4 vet5 pfussies vs 4 vet3 Assengies. It was not even close.
results:
https://i.imgur.com/RBI9U00.jpg
I don't even know what to discuss here, to be honest. Mr. GachiGasm sarcasm was on point.
Perform unrealistic tests, obtain unrealistic results. |
So? While I agree that scott is downright useless in teamgames except for firing smoke (it fires a lot of smoke), using 3 scotts to kill a HMG is overkill, One is enough and one squad with BARS from that blob can easily gun down the damaged HMG. Heck, an hour ago I dodged 14 stuka strikes against me on beachside Across the Rheine. I wonder if the enemy though that the Stuka is useless.
They didn't kill it, the blob did after the HMG retreat, Scott is supposedly the unit to counter team weapons with its barrage but yet even 3 of them a close range can't put an HMG to less than 50% in what is equivalent of 1 barrage fired by 3 Scott in one salvo. |