"$11158292 no key" is showing instead of some of the commanders abilities, also when i wanna call in for example the puma of the mobile defense doctrine, it says it requires:"$11158292 no key". so i cannot call it in.Anyone know how to fix please?
An error message like this also showed up in the Ardennes Assault campaign for me today. Forgot to take a screenshot but if it does then I'll post it. |
Every one of us will buy it when it comes out. |
I reckon he meant for the US.
M20, Greyhound, and Flak track survives 2 hits only.
Pretty sure M20 has something like 240 health and Flak Track has 320 so they don't survive 2 hits unless you're counting the hit from a snare.
The Stuart used to be really good but I think that a lot of the best players got annoyed with the double-Stuart into Pershing. The Stuart used to be something that you would always get, now it's more situational. I haven't played much since the last patch but think that with the change in tiers it will be used even less in larger games and maybe about the same in 1's. |
How is USF identical to the others? They always had the .50cal and their tiers still differ from their counterparts in terms of unit line up and performance.
It isn't, and this patch didn't make it any more like any of the others. All it did was make it easier to get both mg's and antitank guns without having a lot more squads than wanted and without delaying Major a lot. It also gives three viable tech paths, depending on the situation. As someone who likes to play USF, I like the patch.
If I had any complaints, it would be that I'd rather the fuel cost for the first two officers be 30 and the 10 fuel added to Major. I often end up floating MP before the first officer.
PS - I think that unlocking all tiers should give USF access to the Pershing, similar to how OKW gets the KT. It really needs a damage sponge on a lot of maps.
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I'm not sure how you decided on where the "cutoff mark" is for a player whose opinion counts. Most players in the 100s and 200s understand the game mechanics and general strategy of the game, but don't have the micromanagement ability to climb higher.
In any case you are indeed correct that the 1v1 rankings are highly stratified - at rank 100 or so, I struggle terribly against top 50 players because their micro is much better, and meanwhile (contrary to your experience) I've never had a single close game against someone in the 300s because my micro is much better.
The problem though is that you dreamt up a scenario in which rank 100 players were losing badly to Scotts plays and hence claiming that it is too strong. I could do the same hypothetical BS and imagine that you lost a Scott to a single Panzershreck squad, and hence think the Scott isn't good at all.
I use Scott-Jackson-Pershing every single USF game - it might be a playstyle issue because I can get careless with my rocket artillery (which dies to 1 rak shot), but the Scott never dies, so that's why I rate the Scott highly. And I do think that's the general thrust of most arguments about the Scott - it's very low on micro-tax since it has deadly auto-fire with good range, and gets away from trouble extremely easily because it has a light tank's speed and needs 3 shots from a tank or at gun to kill.
You're reading way too much into the reply to Hoshi's question. All I meant is that I don't know who decides what gets into a patch and what doesn't. I somewhat assumed that Miragefla has some input because I thought he was part of the group that is actively working on the patch, but don't even know that for certain. I should've worded it better and wasn't trying to insult anyone. |
Well, I (and most people who agree with me here) just want to see the Scott better at barraging and not sniping squads like a sniper on steroids, people hated the old Leig for exactly that.
And here we go again with the rocket artillery, you hear the firing sound, you move somewhere else, you avoid most damage. For the panzerwerfer, maybe some rockets will hit your units out of sheer RNG but the for the stuka, you basically (usually) avoid all damage by strafing your blob or moving your weapon teams (it fires in a line after all). They hit hard, sure, but only against static targets like Brit's emplacements or poorly microed weapon teams and blobs.
...and with this statement we should probably be done here. You came here complaining about double Scotts, which I've never seen an elite player complain about, and ended it with implying that only noobs get wrecked by the Walking Stuka, which is ironic because one of the games in the 2v2 finals last weekend was turned, in part, by a pair of Walking Stukas. Maybe you can offer your rocket micro training to them since it is so good. |
So if you're like a blatent fanboi (like I am) your opinion is invalid, but as you said, those with "balanced" playercards are calling for it as well, does their unbiased opinion not count?
I'm honestly not sure if the opinion of anyone here counts, other than Miragefla's.
As for the 1v1 players, their ranks were in the low 100's. I would take their opinion with a little bit of skepticism. The 1v1 rankings are pretty stratified. There is a big difference in skill between people in the top 30-50 and someone in the low 100's. My best rankings in 1v1 were in the upper 200's/lower 300's. When I would play a 100 level player, I'd usually lose, but a lot of the games were close. When automatch would take too long and decide to place me against a top 10 player, it was a completely different game. Most of the time I would be out-positioned so badly that the game would be lost at the 10-15 minute mark. However, sometimes they would decide to test some troll strategy. Von Ivan once built 3-4 raketens against and used them to cap like crazy. It worked well for me until he decided to stop messing around when he was down to 200 vp's. He then completely wrecked me in the first serious battle. I could have came here and started a thread "Raketens OP", but they aren't. In the same manner, I don't think that Scotts are OP.
Lastly, USF's early and mid game aren't in good shape. While the tech changes may help, it seems way too early to be asking for nerfs to a faction that hasn't even been shown to be competitive yet.
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Another reply, another non argument gibberish and we still dont know why you and few others here want scott nerfs specificaly. Im really trying to look for some outrageously strong usf performances including scott "abuse" in tournament level play or high rank ladder. But all i can find is axis vs soviets/brits rocket arty fest. But i guess we can nerf usf some more, for fun.
And im not trying to put words in your mouth. Just want to get some arguments out of you other than "lets nerf scott because i think they op".
Have you looked at his player card? He is a really good 2v2 player. However, his experience is "balanced" only if you consider roughly 5000 games as OKW versus 11 games as USF to be balanced. Most of the other players that are calling for the nerf have similarly balanced player cards.
The exceptions are a couple of good (roughly rank 100) 1v1 players, who probably have had problems playing against a better player who used double Scotts in a 1v1. Whoever beat them with double Scotts probably would've beat them with whatever they felt like using in that game. |
Did you read his post? He said USF is bad overall because of bad early to mid game and being vulnerable to snipers and LV. Not sure how you come to the conclusion that he said USF would easily dominate. I sense a big learn to read issue here.
Yes, I read his posts. Did you read what I highlighted? Do you often see high level teams lose 2v2's in the early to mid game? Most of those games are 40-50 minute slug fests with most of the decisive action being with late game units. The only big learn to read issue here is yours. |
So many people who don't play USF or have never played Axis (and hence never have to face USF) claiming the Scott isn't overperforming.
USF late game is definitely top tier, with only maybe Soviets being even somewhat comparable. USF late game comp is simply insane and the Scott is a major factor. Puma needs 5 shots to kill the Scott (assuming no misses...haha) and the Scott moves extremely fast so it can easily reverse while other units back it up, and even if you manage to trade 1 for 1 the Puma costs more than the Scott anyway.
The issue with USF is that early-mid game is so terrible vs OKW into Luchs, or vs snipers and Ost LVs, that generally getting to the late game is very very difficult. If USF early-mid issues ever get fixed through Riflemen buffs or through Axis factions no longer have dominating early-mid LV rushes, we'll start to see USF late-game really shine.
Relic just had a 2v2 tournament with COH2's largest cash prizes ever. Why wasn't there any of this top tier USF there? Nobody wanted the $10,000 that would've been so easy to take with double-Scott's and USF's shining late game? |