Saw this the other day, could be helpful to those who want to see vet in game, haven't tried it yet but will be doing so soon.
https://www.coh2.org/topic/58241/numeral-veterancy-descriptions-english-localization-mod
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Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
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Game Name: Hon3ynuts
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Post History of Hon3ynuts
Thread: The Company of Heroes 2 Veterancy Guide13 Jan 2018, 02:04 AM
In: Guides |
Thread: Helping Hans deleted Coh2 cause of allie biased patch13 Jan 2018, 00:29 AM
It is both correct that the PTRS was changed and those changes were not included in the Final patch notes but they were described in "DECEMBER BALANCE PREVIEW V1.0" "PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants)" https://community.companyofheroes.com/discussion/244441/december-balance-preview-changelog?_ga=2.194790245.914782997.1515800363-916191792.1512696907#latest In: Scrap Yard |
Thread: What is the weakness from Jackson?12 Jan 2018, 17:41 PM
The Jackson probably does need a nerf in a stat or two but it isn't dangerously OP. I Agree with all these points. The one matchup where the Jackson seems truly overwhelming to me is when it is fighting P4s, THE medium tank option for OKW and Ostheer. Just about if not 100% penetration on both with 20 additional range makes it very challenging to utilize P4s against someone who has produced jacksons based on the p4s middling speed for a medium. Mabye this is fine, but I think it is one of the reasons there are great concerns about the jackson presently. The jackson should certainly be a good counter, but it seems like it can just Shut down p4 play incredibly hard, when the P4 is a core tank for both factions. Other than that matchup I agree minor adjustments can bring it in line. In: COH2 Balance |
Thread: What is the weakness from Jackson?11 Jan 2018, 20:56 PM
I think its best to compare the Jackson to the firefly, since they are now pretty similar and they fight the same units. To compare the Jackson to the panther or many axis tanks doesn't give you a great idea of what you are paying for as they are so different. 640 HP, 60 range 220/210 penetration far 260 penetration near for both. They cost 140 and 155 fuel respectively, so Knowing that the numbers should play out that the firefly is slightly better. If you do the DPS considering they have such similar penetration you get Jackson : 24.427480916DPS FireFly :24.2424242424 DPS They are doing approximately the same amount of damage. The jackson has 1.2 more speed and nearly twice the accelearation as the firefly FireFly- Speed: 5.3 Accel: 1.6 Jackson-Speed: 6.5 Accel: 3 (im not an expert on how much this helps but the jacksons definitely faster). To me it seems like you are getting a cheaper firefly that's more mobile, I think reload or penetration should be decreased slightly to compensate for this inconsistency. Mabye USF should have a better TD as it is their one lategame option I think the jackson can be the best and still be balanced, but I think this should be looked into and the numbers should be made more comparable. As an aside firefly to me seems like its a middle of the road kind of tank this patch, not too good, not too bad. (I'm ignoring special abilities b/c idk the best way to compare them). In: COH2 Balance |
Thread: Nerfing Indirect Fire10 Jan 2018, 16:48 PM
I certainly agree with the point about spread and range. Pretty much all rocket artillery is useless at max range except for the landmattress, which has very poor range and high minimum range. I think they are for the most part too hard to dive. Incredibly fragile units but often killing them will require you to sacrifice a vehicle IF you can even find them. Locating a rocket artillery vehicle can often come too late to react when yo must micro your units immediately not knowing where a first volley will land. Subsequent seconds are used repositioning your troops more effectively and finally only AFTER PEOPLE ARE DEAD, you can see where the artillery is, but by then they are running. If Rocket artillery was revealed when it fired rather than when it hit you, that would make it much easier to counter which i think is necessary since it is really not in any standard playbook to kill them. It takes a big misplay by your opponent to kill them 95% of the time. This would also be a reasonable tradeoff between quick firing axis units and slow firing allied ones who seem to perform better presently without impacting the fire power or usefulness to skilled players. TLDR: Rocket artillery should be revealed when firing not hitting, creates risk, does not affect effectiveness vs campers. In: COH2 Balance |
Thread: okw grenade unlock10 Jan 2018, 15:19 PM
They are hella exensive in munitions for the cost now. I would prefer they do more initial damage since they can be dodged now, and I wouldn't like to see a 15-25 muni nade being thrown in 100% of fights At their current power level though the unlock is fine. They are good, just pricey for their damage even with denying cover In: Scrap Yard |
Thread: The 222's ability to counter snipers9 Jan 2018, 23:00 PM
I think the general issue is that as a hard counter the 222 is not a very hard counter. A 221 might be cheaper but the 222 already has the 221 mg. For the resources invested sniper counters don't work well enough. And they leave you vulnerable to more standard lategame armys, especially if they fail. The 251 could also be an effective tool vs snipers but its weapons are quite impotent and it doesn't have a turret I have compiled some clips of scout cars trying to kill snipers and one of a gren trying to kill a sniper model for comparison. This is a small sample but something tangible for discussion 2 222s vs 2 snipers, one of each dies https://clips.twitch.tv/BoxyFamousAsteriskSuperVinlin https://clips.twitch.tv/DullBashfulPicklesHoneyBadger https://clips.twitch.tv/BlushingOptimisticPicklesUncleNox Gren kills a retreating sniper from midrange easily for comparison to other damage during retreat, possibly lucky but still shows what infantry can do from close range that scoutcars can struggle to achieve. https://clips.twitch.tv/TentativeBelovedWalletPJSugar In: COH2 Balance |
Thread: The 222's ability to counter snipers9 Jan 2018, 17:10 PM
Ya its pretty bad, Ive seen 222s running around in base fail to kill snipers, ofc soviet snipers. Not that it can't do it but its certainly very slow considering the limited windows the unit has and the lack of other options vs snipers In: COH2 Balance |
Thread: AT weapons for OKW8 Jan 2018, 15:57 PM
Ya I Think the puma is always what you need but not something you can afford to get unfortunately. Of course lategame pumas are riskier investments than other tanks so your still kinda stuck when your behind on fuel unless you go full fortifications bunkering down, but thats more stalling than winning. I think the Jp4 is useful but ultimately its tough to not have any vehicles that can counterharass infantry so you need something else, and it can struggle against massed tds, ATGs when you only have 1. Not like you can afford a cheaper AI vehicle to take out infantry at if you go med into flak so its tough to support a Jp4 even though i really want one. In: COH2 Balance |
Thread: AT weapons for OKW8 Jan 2018, 15:48 PM
I've been on an OKW bender later, and they Raketen really does die fast. It gets to fire it's one shot from ambush and then dies. Retreating I've learned is largely useless as the crews always die while retreating anyways. Best use is to scout ahead.. which is silly. I think the idea for the faction has always been that they are supposed to have light vehicles fill these rolls, but that doesn't really work when you can't even get medics with your light vehicles Also the raketen crew might have better recieved accuracy than volks recrewing it(.89 vs 1), so it starts a death cycle when the original guys die. It does have that bonus to start though which is nice, and possibly better than green cover considering many people say the AT gun cover doesn't apply often due to directionality. Outside the box suggestion, What if the raketen only needed 1 guy in the crew, It might be quicker to get 1 dude to pick it up and reduce the risk of it getting 1 shot In: COH2 Balance |
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