I agree, this tank's offensive abilities are among the worst in the game even when looking at tanks that are 2/3 the price.
Buffing the mg is probably the most effective solution. It's decent vs tanks but terrible vs infantry and if you adjust the AOE that can make it a squad wipe. Nice even MG damage is the safest way to make it effective but not annoying. The T34 was terrible until the hull mg was buffed and th KV1 has essentially the same offensive stats as that terrible t34.
Profile of Hon3ynuts
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Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Hon3ynuts
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Hon3ynuts
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Post History of Hon3ynuts
Thread: KW-1 needs a closer look26 Jul 2019, 18:09 PM
In: COH2 Balance |
Thread: Tank Point Blank26 Jul 2019, 01:23 AM
Currently tanks have higher penetration based on how close they are, You need to quantify what the difference in this proposal is from the current system for anybody to reasonably asses it. In: COH2 Balance |
Thread: Can the rear of the USF aaa half track be made the front25 Jul 2019, 18:18 PM
It can be difficult to right click on units and change targets, if you don't have the handbrake on it may turn the entire vehicle and lose firepower even if the target is already within the autocannon arc. The same patch where the handbrake was added and vehicle pathing was changed this unit became harder to micro and less responsive, Previously it would not turn if the designated target was within the autocannon arc, it would stand and shoot. It totally needs to be improved especially considering it was significantly nerfed when then USF tiers were changed, It's not significantly stronger than a quad but it requires significantly more user input to perform. The unit needs to know when it can turn it's turret and when it must turn it's wheels to target something considering it loses firepower when it drives to face an enemy. In: COH2 Gameplay |
Thread: About Sturmpioneer combat package24 Jul 2019, 23:14 PM
If Sturmpios could have a shrek and a sweeper, the 70 muni cost would be more valid. That's a pretty good point In: COH2 Gameplay |
Thread: How to counter Allies range, speed and mass in 4v4?24 Jul 2019, 04:34 AM
Typically as ostheer(okw is harder but go stuka seems the best bet), you want to focus on a big t1 to break such a position, unless you want to play risky with an early light vehicle. Many mortars, grens and mgs will do the most to advance your cause but require diligent micro and unit pres. You will need a pak from t2, but I would skip t3 vs an entrenched foe. 2 at guns will decimate a p4/ostwind or mitigate it to repairs frequently. Panzerwerfers are pretty much necessary or if you see no counter to the LEFH you can try that (Comes late at 8 cps for midgame though) and panthers are incredibly durable late game AT. Brumbars totally win the infantry game if you can keep it alive and support it with infantry, t4 is always a goal for ostheer. I do find you may need help vs Tds though, but there are commanders that can help I would try try to get a commander that can help with the early game. Abilities such as ambush camo's sprint can keep units on the field longer or quickly flank mgs. Panzer tactician can make a flame ht live much longer and enhance your tanks lategame. I typically bring Storm, Blitz and Jaeger infantry. Storm counters arty with a smoke drop and Stuka dive bomb combo. Jaeger infantry b/c getting infantry that can sprint and fire g43s on the move is great vs mgs to flank and mortars to that shoot at fixed positions. Blitzkreig is a good panzer tactician doc as it has JU87 for late game and a sprint with tactical movement. The Command tank wont delete infantry like the brumbar but it's less popcap and can do more to support panthers and infantry with the aura. But if your opponents are coordinated your team better be, or you may not stand much of a chance anyways In: COH2 Gameplay |
Thread: T34 ram inconsistency21 Jul 2019, 03:35 AM
Originally it had 1000 penetration so it did do engine damage all the time, but that was deemed too strong so they nerfed it Edit: found the patch note: "Currently, ram is being used as a crowd control measure to disable other vehicles. The intent isn’t for a full health T34 to ram other vehicles; instead, ram should be used when the T34 is near death to highlight its usage as a last resort type ability. No longer causes instant main gun destroyed critical Now has a chance to cause one of the follow criticals to occur: light engine damage, heavy engine damage, immobilization, or main gun destroyed. The chance is weighed such that light engine damage has the highest occurrence where main gun destroyed has the lowest." If the t-34 becomes useless the ability has to be incredibly strong or it must be something used as a last resort In: COH2 Balance |
Thread: Assassinate USF bulletin21 Jul 2019, 02:38 AM
Pathfinders have 5% increased sight range and 2% increased accuracy. I can currently equip it in a USF game, but I would only recommend buying it if you want to play it In: Lobby |
Thread: Hold fire button for MG4219 Jul 2019, 04:15 AM
You do get the button with ambush camo, so it seems like it would not be much to make it always there In: COH2 Gameplay |
Thread: Move Airborne Paratroopers to 1 CP17 Jul 2019, 23:53 PM
You raise alot of good points, particularly about how average they are before an upgrade. I think 1 without upgrades would be fair, or 2 cp without barriers to upgrades. If you do 1 cp people would do alot of no rifle builds so it would be interesting to see how that plays out. In: COH2 Balance |
Thread: Playing against Ostheer16 Jul 2019, 21:16 PM
It's not wrong to go with 2 or even 3 penals before a scout car if your not getting enough impact from the early car. I would also recommend checking out some map guides such as This one by Jesulin If you improve your capping order and position your units correctly, you will put yourself in the best chance to win the first engagement. ex. penals coming from two angles, attacking where there will be green cover, using houses to scout or stall. |
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