The last time this unit was really good was when you could get two of them and they came sooner. Since then the only stat change has been lower rear armor.
I believe it was never particularly good vs Ostheer and it was used primarily vs OKW (still had low fuel income). Because it could deflect shreks and fight panthers of equal number.
Since that time Stugs, OKW fuel income, Raketenwerfers, Ostheer t4 in general, the stuka at strafe have all improved
You have better and more common anti tank options. It's not super durable for that reason. It's main gun has poor accuracy vs infantry and you are often forced off before the pintle can do its work.
Better scatter, more HP, or a useful combat vet 1 ability could help.
VERY IMPORTANT: for similar reasons tiger 1 isn't what it used to be but still slightly better than the IS2 because of its mobility and superior scatter and reload(at the cost of 75 armor). the IS2 doesn't need major changes though probably just tweaks to help it catch up in the arms race.
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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: Why is there no IS2 buff being discussed? 12 Nov 2017, 20:10 PM
In: COH2 Balance |
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 18:08 PM
OKW Luftwaffe suggestions Make falls build-able from flak HQ or cheaper if you walk them onto the map. Take out some or all of the defensive structure, recon flight, and airbourne assault abilities(or adjust airbourne assault). Use some Ostheer commander abilities such as, Relief infantry(bring in luftwaffe guys who are basically like ostruppen reskined) Stuka Divebomb Ambush camo AT strafe Anti infantry strafe Flame pot drop Smoke pot drop In: COH2 Gameplay |
Thread: December Balance Preview10 Nov 2017, 17:03 PM
It definitively sounds like the game will be significantly improved if you meet these goals, Thanks for all your hard work! In: Lobby |
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 16:13 PM
USF Mechnized: Jeep- Make it a real jeep, no garrision(or the garrison can't shoot), and cheaper, capping at vet 1 and a 1 min cool down to start also sound like good ideas. Halftrack- replace with mortar HT sounds good to me Recon sweep- Remove this, it's very good in combination with the offmap (for precisely timed barrages) but i agree it can go b/c the major has one. Sherman- Replace recon sweep with the soviet sherman M4C built from the major. Its already in game, would be nice for the USF to have access to the tank that they produced. I think it would be a fun addition to the late game for usf. Recon support: Greyhound- Unlock with tech not cps. Remove the question of timing, increase cost and performance. I&R pathfinders-make them able to fight stuff, give them recon planes and remove recon plane from commander to free up for another ability In: COH2 Gameplay |
Thread: DBP USF thread9 Nov 2017, 23:43 PM
Reposting this as it sums up my feelings of the USF changes of the Jackson and how giving RE smoke doesn't diversify USF gameplay but achieves the opposite. At a price point of 400 manpower and 140 fuel, the Jackson should not be a unit with clear and easy to exploit weaknesses like low hp. It is meant to be the ultimate answer from USF to axis armor, and it can still be easily countered By infantry based At. As someone who plays alot of 4v4, presently this unit is not scary as an axis player unless you have been significantly outresourced and therefore outnumbered, and even then it's very manageable to deal with. As an allied Player, I may build 1 every 10 games, it's just not very good presently, though it should be since you will clearly see the units it's intended to counter very frequently. In 1v1 as well I find the unit very risky to build as it does not guarantee tank superiority and it still costs a lot, its also hard to take advantage of veterancy if you must play conservatively due to the HP. It's only 160 hp if you play poorly its still going to die and now it will be an even bigger loss. In: COH2 Gameplay |
Thread: Is OKW the Final Boss In This Game?9 Nov 2017, 20:12 PM
First we need to get rid of "get out of jail free cards" in order to balance OKW. DOW 2 made it so simple to use call ins by tying them to tech 6 years ago...mabye we can try that (also t3485s at "0" cps removes the silly waiting for them, same could be done for like halftrack callins, flamehetzer, stuge ect.) In: COH2 Balance |
Thread: Is OKW the Final Boss In This Game?9 Nov 2017, 19:40 PM
Well I think one reason luchs is meta is because its the only tech thats worth it. T1 sucks as a first tech unless you need isgs to counter some kind of mg spam strat. Flak ht is below average as a light vehicle and it only scales in teamgames when it can murder planes from 4 players lategame. But you can always build a searchlight after that 300 manpower hq OKW does have problems, but they don't show up much right now. Its also why i don't suggest a direct nerf to volks because if rifles stomp them that would be a problem as well. In: COH2 Balance |
Thread: Is OKW the Final Boss In This Game?9 Nov 2017, 18:45 PM
I think some of the biggest problems are really the kubel(specifially vs USF) and the volks. Im very happy to see the kubel being adjusted so it takes longer to repair and ceeds more veterancy to units. Regarding Volks, their amaing grenades, good at every range weapon upgrade and scaling potential make them basically elite infantry coming from your hq. So im constructive ill suggest giving sturmpioneers flame grenades. That will make the mainline volks easier to fight by making them shoot at units in cover rather than a unit that can deny it.. You will still be able to fight garrisions with the sturm flame grenades. just an off the top of my head suggestion, but changes should be made somewhere. Regarding USF i think the biggest issue is that they were "strong" when they had impact light vehicles like the stuart and m20, but with these much weaker it's much harder to control the midgame when your infantry is just on par with others $ for $ and you were forced into purchasing 3 of them by having no great other options at the start of the game. Hopefully this can be improved by some commander adjustments. possibly making the greyhound and other light callins available through tech earlier. But it would also be easier to get out your tanks if volks and kubels didn't slow you down as much early on. TLDR; Kubels are changing, volks should too. USF light vehicles worse rifles cant pick up slack. In: COH2 Balance |
Thread: DBP Commander Rework3 Nov 2017, 01:33 AM
I agree with barton, most of the problems are that there are so many abilities that just aren't worth it The abilities or units are generally a, b or c a. not better than other units or abilities cost for cost b. do the same thing as default units or abilities, about as well so they aren't worth using your commander for c. do something more efficiently and are therefore meta and picked every game then nerfed because of it They should all be good and worth picking In: Lobby |
Thread: KV-2? How to use it properly?1 Nov 2017, 17:06 PM
Build a repair station behind where you deploy it, if you choose to do so. Its very stong vs infantry, but not particularly effective vs tanks due to accuracy and Rate of fire. Respectable penetration though I believe Shouldn't be afraid to charge in with it as it is a heavy tank, but only when the moment is right, its not super reliable so dont trust it to win a 50/50 fight. Very strong with more veterancy hard to achieve though Keep it alive. In: COH2 Gameplay |
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