What does FBP have to do with it?
It was cancelled and is no longer supported by the developers.
Or did I miss something?
Profile of Butcher
Post History of Butcher
Thread: German Heavy TD's need some adjustements2 Sep 2017, 16:07 PM
In: COH2 Balance |
Thread: Panthers need adjustment26 Aug 2017, 23:30 PM
The other mediums don't cost 175 fuel. Thus your argument is invalid. The only vehicle coming at a similar cost is the Comet. But the Comet is able to stomp infantry and thus has better utility. As already stated multiple times, bad on the move accuracy affects all tanks, and the panther does increased damage (enough to 3 hit a medium IIRC) which I guess is to justify the lower rate of fire.Panthers deal 160 dmg per shot. This coupled with a slower rate of fire means the possible damage output is lower than that of a Panzer IV. Command panther is also very meta since it's a callin against M4C.The Command Panther is meta because of the batshit OP target weakpoint on it and call in mechanics. Not because Panthers are so great. In: COH2 Balance |
Thread: Panthers need adjustment26 Aug 2017, 11:19 AM
I'll repeat myself: The Panther can't be used to full effect. Either you chase tanks to deliver shots and expose your weak armor. In that case the Panther will be finished as fast as any other medium tank. Or you keep your frontal armor at the enemy and deliver only a few shots. In that case the Panther will only pay off after 15 minutes of babysitting. And even then it's just a support unit and will get stomped by "real" TDs. Investing all your resources into that is hardly worhth it. The OKW Panther compensates by coming out earlier, having a better rate of fire and being able to fight off infantry. The Ost Panther can't do that. In: COH2 Balance |
Thread: the Fall Balance Preview has been put on hold indefinitely.24 Aug 2017, 19:39 PM
Tbh the FBP would have nerfed Ostheer out of the game. The same applies for the heavy TDs. The Elefant and Jagdtiger nerfs would have made those units fill no role at all. A handful of community members pushing their agenda on the game wasn't a good thing. In: COH2 Gameplay |
Thread: Coh2 vs Coh1 comparison24 Aug 2017, 12:19 PM
I love when people say that coh2 is a step backwards, tell me how plz, i would love to read a good explanation about that topicFirst thing: I voted Coh2 for the better graphics. As for the rest I voted Coh1. Some things are better in Coh2 which however aren't as significant as to consider the entire game an improvement. Things Coh2 does better: - Capping mechanics lead to more intense matches since the unit can fight while capping. - Inclusion of the Soviet Army leading to more diversity in gameplay (1 more faction). - Cosmetic skins for your vehicles. - Truesight mechanics. Opposed to that we have many considerable flaws in Coh2, such as: - Entirely useless tech tiers (Ostheer T4). - Brace. Emplacements were a bad experience in Coh1 for many players. Not only did they reintroduce the concept but added insult to injury by cheesy brace and autoreepair mechanics. - Commanders are worse in Coh2. They lack a theme. In Coh1 you went "Scorched Earth" and played accordingly with area denial and artillery. In Coh2 you have some random stuff thrown together leading to perversions such as "Jäger Armor" having Stukas but also anti tank. I could name you all Coh1 docs but only a handfull of the Coh2 docs. For me they are "that one doc with the Guards and ISU-152", rather than being able to remember their name. - Bulletins and money milking with dlcs. - Blatant design flaws such as the Tiger Ace currently punishing you for keeping the unit intact. --> All in all this makes Coh1 way superior. In: Lobby |
Thread: the Fall Balance Preview has been put on hold indefinitely.24 Aug 2017, 08:24 AM
I wasnn't very keen on having a StuG nerf + Jackson buff anyways. In my honest opinion th fbp would have made Coh2 worse. Yet the current version is also not good. With dual mortar cancer pit every 2v2 game a Brit is involved. That's the only thing that might have been fixed. Knowing now that we are going to be stuck with shit Ostheer T4 and the cancer pit issue will seriously reduce my time spent on Coh2 (sounding edgy here but that will be the case). In: COH2 Gameplay |
Thread: Panthers need adjustment17 Aug 2017, 14:18 PM
The probelm could be solved in two manners: 1) Ostheer Panther gets OKW Panther stats (better accuracy on the move, slightly faster reload, better MGs). or 2) A total redesign of the Panther. The latter might be even more adequate. Since the Panther is flawed by design anyways. It's supposed to dive in on the enemy, usually going into the enemies territory. It has to close in versus tank destroyers because of the lower range and it has to chase medium tanks because of its low rate of fire. Only if you follow the mediums for a while you can hope to score a kill. However at the same time it is meant to keep the frontal armor at the enemy or it dies as fast as any medium tank. But as pointed out above you are supposed to extend and expose your rear armor to have an impact. This means the Panther can't be used efficiently. It either risks being killed off immediately or just deliver one or two shots. "Effective" Panther play atm means that you deliver some shots only damaging a vehicle to then run away and repeat until you have vet. This is highly unsatisfying for an end of tech unit. In: COH2 Balance |
Thread: Panthers need adjustment16 Aug 2017, 15:19 PM
A little humor. But it's to cry what awaits Wher. Lol. They make the weakest faction weaker by nerfing its "crutch" unit and expect a useless unit to suddenly become viable. By that logic I could make Conscripts useful by nerfing Penals. In: COH2 Balance |
Thread: FBP EFA positions and issues14 Aug 2017, 15:13 PM
What the Ostheer Panther needs is the OKW Panthers stats. With the ability to fight off infantry somewhat reliable due to better MGs I think it can farm enough vet to become relevant soon enough. In: COH2 Balance |
Thread: Why does capturing territory do absolutely nothing?10 Aug 2017, 13:16 PM
To bring something constructive to the thread: CoH1 gave you increased manpower income with every "minor" cap point. I preferred that since this meant that you would also win the manpower income when holding the map. In: COH2 Gameplay |
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