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Thread: (2) Ploiesti Outskirts16 Apr 2020, 14:06 PM
Havent tested, but hopefully it stops the vp camping In: Map Sharing |
Thread: ISU152 vs Elefant - harder to kill an ISU15216 Apr 2020, 10:53 AM
Isu is better purely because the HE outranges the ATGs In: COH2 Balance |
Thread: bRIT CANCER15 Apr 2020, 13:00 PM
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA In: Replays |
Thread: Congratulations balance team14 Apr 2020, 14:37 PM
Think i may have misswrote something with the vickers, as for the AEC its way to oppressive against everyhting in its current state imho, and making it less oppressive vs infantry is better. In: COH2 Balance |
Thread: Congratulations balance team14 Apr 2020, 12:12 PM
All the units you just mentioned have either major flaws or require doctrinal. But most importantly, they cannot be deployed en masse effectively. At most you see 1-2 pathfinder squads At most you see 1-2 JLI At most you see 1-3 pio squads (who have to make the gap up quite siginificantly because they are honeslty quite fucking shite in any other regard) With sections you're going to get 3-5 which means you have much more significant coverage. In: COH2 Balance |
Thread: Congratulations balance team14 Apr 2020, 11:41 AM
http://prntscr.com/rz24h3 In: COH2 Balance |
Thread: Congratulations balance team14 Apr 2020, 11:27 AM
I didnt mean selfspot, sometimes i mix up terms, the ability for every single mainline to have extremely strong spotting range is beyond powerful because on a map like faymonvile where you're going to be hugging cover 60-80% of the time. It means that for example i place the typical sandbag center and will see... any coming flanks from the northern front, the point left from there, meaning any flanks will be spotted almost instantly, and the flanks from the truck point. Now i'll admit this might not be 100% certainty in terms of testing, but i find that to be the case frequently and it makes for nightmares trying to push someone who's playing defensivly because he gets all the chances to prepare and move around as he wishes while you have to constantly use sightblockers, it also works excellently for units with great range like vetted up vickers (in trench) or simply giving your vickers constant max range firewithout having to expose it self or having your sections move forward that much more. I think you are very heavily (maybe delibaretly.) underplaying the power of having your mainline infantry get amazing sight range. its partly why pathfinders are as powerful as they are, sight is a great tool. Which is why it's assinged to certain vehicles that come out early rather than later, having your tanks the ability to fire max range almost always is a great boon. In: COH2 Balance |
Thread: Congratulations balance team14 Apr 2020, 09:04 AM
1- The reason was that you couldn't win *out* of cover, that was the core issue, now that you can and will conisistently roll over enemy units while being in the open coupled with the ability for autowins when in cover (exaggeration but I'd say a good solid 70% of engagements if done properly will end in your favor due to reasons said before, mainly cost efficiency though.) You gambled your chips on UC carrying your early game and AEC to shut down LVH or straight up skipping it into at guns to win the game with a cromwell, which wasnt effective at all. As a sidenote, there is cash games having been played, not even in a single of those have I seen brits lose yet, which solidifies the meta as 5 IS because it will give you so much presence in the early game and the ability to push off your opponent with no problems whatsoever in terms of bleed, not that you need 5 IS, you'll do still better regardless. 2- Easier, way so, but UKF has always been braindead and easy. so nothing really new. 3- If you blob he outblobs you, if you spread out and try to cap the map with indvidual squads (which you *have* to do) then you lose on a one to one basis, sure you *could* go sniper, but you lose momentum still have to contend with an potenial UC an army thats larger then yours and a whole lot of lost momentum that's going to make you want to push aggressivly with the sniper to the point where it most likely ends up being caught up eventually because you absolutetly have to make up for the lost momentum. 4- They have the best tech. (okw the worst because the forced light vehicles they pretty much have to go.) -I could agree with this as a solution but i think they'd still be way to strong, they need to make them less of a unit that forces off everything by merely getting behind cover. Dunno how replies work so whatever. In: COH2 Balance |
Thread: Congratulations balance team14 Apr 2020, 00:21 AM
Jesus H Christ what the fuck am I reading here. Alright fellas, you better strap in because I'm about to show you why sections are fucking ridiculous, Let's begin with the early game where they are at their weakest- Oh, wait they're fucking not. So this is where the section problems begin, right out of the fucking gate, so ask yourself why are sections stronger early game? Simple, they have a numbers advantage because they start with their mainline right out of the game, ostheer and okw both have engineer units who are CQC oriented right? So on a pound to pound basis where your mainline production is going to be similar (4 volks/3volks+1fusi, 3grens/4grens) You are going to be outnumbered because the meta is going 5 sections, now you could make the case that trying to equal the numbers out is viable (its not really the case, as i've tried time and time again vs brits with 5 volks doesn't work) So from out of the gate on a quality level he's going to have an advantage, on some maps, this may be weaker, but as you can see in the clips earlier, getting close with grens is a fool's quest, it doesn't allow you to actually trade well because you'll lose half the squad so fucking quickly and then he can retreat away with having suffered no bleed at all. Alright so that's the first problem out of the way, now let's throw in the rest They get self spotting at vet 1 They get self-healing which means they can be on the map constantly with no drawback while everyone else has to retreat they get sandbags and trenches which is way stronger in their hands than any other unit because of the cover bonus And (I'm not 100% this is true but I've heard it before) they get a 25% faster cap rate. So from the initial engagements, it's not unrealistic to actually being forced to charge right on to a sandbag section. So let me ask you this as a follow-up. Should i be rewarded for making a sandbag and sitting my ass down to hold a point despite it requires almost no effort on my end? and almost thrice the effort of my opponent to push me out? Quite frankly sandbgs have no place on ANY mainline infantry and should be promptly removed. Moving on Trading efficiency Fun fact, normal greens are completely irrelevant in the brit matchup because you cannot on any level trade efficiently and have to spend 60 munis on another gren to compete with the sections+ veterancy to get the remotest of chances to compete with them. The simple reason is well grens cost 30 to reinforce sections cost 28 mp to reinforce, so now you're at a situation where you cannot win most of the engagements you take that are going to be one on one and even if you do you still come out losing manpower wise. So i could go on about this forever (lmg upgrades being fucking ridiculously strong for example, assault being retarded, officer having free recon, AEC timing negating 222s and 250s, the amazing teching they get which allows for 11 minute cromwells. or the fact that you get a premium high end Comet with phopshours,smoke,blitz,grenades and amazing armour which allows you to bounce KTs. The command aura from churchills having abusrdly strong bonuses. ect ect) but I won't because it's quite frankly a waste of time since I have a feeling most of you will just ignore what I'm saying anyway. So let's move over to what i think is a good solution My suggestion for a solution that i think would work, get rid of sandbags, trenches, give them five man out of the gate, get rid of the coverbonus, decrease their firepower and reduce their cost if need be and give them a snare if its so fucking desperate to deal with LVHs. Reduce the AECs anti infantryt pintle and make treadbreak not get stronger with vet. make the vickers 50 muni per, Make assault sections lose their phosp grenade, and increase the last tech level for brits so the cromwell doesn't get the best timing in the game. In: COH2 Balance |
Thread: Countering IS spam?13 Apr 2020, 23:45 PM
So far there's been around 1-3 'real' solutions, none that are effecient or good, but in 2v2 if you can get 3-4 fussies all with g43s you should autowin engagements. Pgrens with g43 do ok, mg spam is pure desperation anda sniper is the obvious one. In: Replays |
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