In 1v1 the impact of mass LMGs as soon as you can click redistribute is much higher than in team games.
In 1v1 the ability to suppress most of one person's army is high. Suppressing most of one person's army in a 2v2/3v3/4v4 is less drastic overall.
In 1v1 the ISU is not viable on many maps, CAS has no way to ever counter an ISU.
In 1v1 PaK walling against one person's tanks on smaller maps (your PaKs can cover a larger percentage of said map) is easier. There are also less people to sweep your tellers/S-Mines.
Soviet play containing between 2-4 snipers is less viable 1v1. Snipers are strong against CAS.
The short version is that the abilities from CAS are able to impact a greater portion of the map/your opponent's army in 1v1 and the hard-counters to CAS are stronger in 2v2 than in 1v1.
Exactly. After such a long time of CAS usage people still don't understand that not the planes are the most important CAS feature. |
CAS isnt OP. Its game breaking.
I wouldn't say that. Currently there are combos involving the new PIV command tank which I would dare to say that are at least as good as the offensive power of CAS.
So you are beating a dead horse here buddy, since latest patch people tend to use CAS less. |
I´m not saying you are wrong, but, muahahhaha, getting conclusions after "1" game????
you know RNG exists in this game rigth???? getting conclusions after "1" game????
this is really a wrong way to collect conclusions mate.
Well, actualy, I used the lefh several times in the past, before latest patches that brought all these good changes and I was verry disappointed in the past, too. After latest patch, I said, what the hell, let's give it a shot. I regreted that move.
No other chance for german howie anymore untill I read on coh2 changelog some notable changes.
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I did use google but I found it hard to believe the result. I got a player card of a player who hasn't even played 100 1v1 games. I wanted to give you the benefit of the doubt because I just found it hard to believe that someone would post so much while having so little experience with the game. You barely finished your placement matches with the WFA factions and your overall low game count indicates that you have basically no experience playing any of the recent updates for more than a handful of games. What the hell are you doing picking on other peoples playing cards when you do not even play?
No, I think his ranks prove something else. For a few games he played on 1v1 and even in other game modes, his stats are to high. The L2P process in general will require far more games to achieve those stats. So, I'm suspecting he used/uses another account, that is totally crap while trying to get good, and keeps this account just to give the impression that he actualy is a good player. You just can't reach place 307 on 1v1 ladder with USF from 16 games unless you played the hell out of this faction on 1v1 before, on other account. This applies for his other stats too. So what do you know? Katitof actualy plays the game? Wow, that would be something. |
TWP on Stugs/TA changed into Aimed shot.
That could actualy work. |
Fallschirmjaegers: 440MP; can spawn out of buildings; fully equipped with 4 FG42s.
Falls are a strong unit when they first enter the field to flank snipers or support weapons but they are pretty inefficient afterwards TBH.
They cost more to deploy than Obers; they cost almost as much to reinforce and they lose models faster than Obers (which reduces their DPS significantly).
Their DPS is fine; it's just that the way they deal damage is pretty ineffective. It simply takes ages for them to actually kill models because their FG42s aim at different targets.
So, what's my idea?
I basically want to reduce their shock value and increase their long-term permormance in return.
Here's how:
Falls spawn with 4 Ober Kar98s and can upgrade 2 Fg42s for 90MU. Those FG42s would deal slighty less DPS (combined) than the old 4 FG42s to compensate for the two Ober Kar98s.
They would, however, deal more DPS individually and thus kill models faster. Losing models also wouldn't reduce their DPS as much as it currently does.
Their initial MP cost should be reduced to 380-400.
That's not a bad idea because that's essentialy the difference between obers and falls. Falls cannot kill models as fast, and I would prefer they do it. But I would make the FG upgrade like 60 amo. 90 is to much for OKW. That's the change I would do.
But if they just lower the price, or make the squad more durable, I would be ok with that too. |
Despite heavy paratrooper casualties. The brits still couldn't beat the germans.
Despite heavy casualities, heavier than anybody's else, soviets won the war and took Berlin. So it doesn't realy matter. |
I can't even begin to tell how disappointed I am related to german howitzer.
If it doesn't exist in the game, I wouldn't care.
I tried to use it this patch in a game, and it went like this:
- first barrage: applied to a STATIC blob. The guy was doing something else and didn't babyseet his blob at that moment. I said "this is my moment". Booom, boom, the first 4 shells hit all around the blob. The opponent realised that he was bombarded and hit the retreat button;
- second barrage: applied to a katiusha STATIC position while it was firing. Boom, boom, the shells hit nothing. Katiusha finish barage and leave safely;
- third barrage: applied to a moving blob, on his path. Boom, boom, shells hit all around target. Not one hit;
- fourth barrage: applied to a few units mased together - maxims and guards. Success! ONE shell, hits in the middle. Let's see the damage. Two models dead. O...kay....
Conclusion at the game's end while trying to calm my team mates down while they were grumbling me for my "artillery" choice: NEVER USE THIS PIECE OF SHIT ANYMORE. |
Yep, such an upgrade would be historicaly accurate too. |
Soviets SHOULD NOT have the option to refuse to tech up at all; the whole reason behind call in meta being killed was that it allowed people to refuse to invest or risk anything but still get rewarded. OKW can't refuse to tech, USF can only with 1 doctrine, and Ost can't refuse to tech either (again only 1 doctrine really enables no teching) so why should Soviets magically have the privilege of being able to refuse to tech?
So you want to imply that ostheer HAS NOT the option of tech refusal? Well, you are wrong then, sorry. Ostheer currently (thank you Relic) can be played in one million ways, INCLUDING tech refusal. News flash: you can play ostheer verry well by teching only to T3 and support your medium armor with a heavy call-in like Tiger, Tiger Ace, or Elefant this being an old tactic also.
So it is not to much of a difference. It's true that currently as Soviet you can easily rely on T3 but I saw what teching to T4 can do especially on > 2v2 games. I never saw such a T34 flood in COH2 until that game , it simply didn't matter that T34 is not such a good tank. Currently, it has no need to be good.
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