You know that you can use the stuka on maxrange and still this unit is great or?
I always use it around max range. Weren't the other nerfs enough? The units in this game have gone from overnerf to overbuff so many times. Shouldn't they slow down?
Posts: 1954
Thread: WBP V1.3 Stuka14 Nov 2017, 16:21 PM
I always use it around max range. Weren't the other nerfs enough? The units in this game have gone from overnerf to overbuff so many times. Shouldn't they slow down? In: COH2 Gameplay |
Thread: WBP V1.3 Stuka14 Nov 2017, 15:24 PM
I don't like the 160 hp either. It will make it highly susceptible to tanks diving, random arty shots, etc. If they're going to do that, then it seems like the fuel cost should come down. I think it would have been better if they just made it scatter like all the other rocket artillery, instead of the laser-guided rockets that it has. In: COH2 Gameplay |
Thread: WBP V1.3 Stuka14 Nov 2017, 14:36 PM
mrsmith + Sometimes that isn't a bad thing. I mostly like to play 2v2 OKW in the current patch (because of the extra cool uniforms). One of the most annoying things is when someone starts building multiple mortar pits about 6 minutes into the game. Then I want my 9 minute walking stuka. In: COH2 Gameplay |
Thread: I am done with this broken mess of a game.13 Nov 2017, 19:54 PM
So long PanzerKampf, we hardly knew ye. Someone clearly thinks that Swiftsaber needs more thread-locking practice. In: Lobby |
Thread: 2V2 Random loss as OKW replay review12 Nov 2017, 15:19 PM
Thanks for taking the time to review. A lot of the squad wipes came from sticking around too long trying to decap or thinking that I'd get my grenade off first, then retreating without getting the grenade off and still losing the squad. It's interesting how you could see the indecisiveness. There were multiple times where I was thinking WTF do I do now? I will try Obers in long matches next time. I took a long break from playing and when I started again, it seemed like Volks were so efficient that there wasn't much of a reason to use anything else. I've tried Obers in 3's and 4's where they didn't seem to be worthwhile due to the stupid amount of indirect (particularly mortar pits) and the long reinforce time. Thanks again In: Replay Reviews |
Thread: Why is there no IS2 buff being discussed? 12 Nov 2017, 15:09 PM
Imo IS-2 much better, than ISU-152. It is one of the best tanks for allies. In some regards, you're talking apples and oranges. The KWK 43 had a lot higher muzzle velocity than the D-25T and could penetrate thicker armor. In real life, either of these would have one-shot any medium tank that they hit, but that wouldn't make for a fun video game. A good compromise might have been to give the D-25T a passive stun ability, so that anything hit but not penetrated couldn't respond for 1-2 seconds, including an increased reload time for the tank that was hit. At the end of the day, it is a video game, not a simulation. In: COH2 Balance |
Thread: 2V2 Random loss as OKW replay review11 Nov 2017, 06:54 AM
If any higher level OKW random players have time to look at this, please review it. I lost an hour long 2v2 on Crossing against a USF/UKF team where I made a lot of mistakes early yet it still felt winnable until about 40-50 minutes in. Here are the questions that I have: 1) Unit composition - on that map and matchup, was Scavenge the right doctrine to pick? JLI's didn't seem to be any better than volks on that map and that type of fighting 2) After losing my schwerer, should I have rebuilt it or just stuck with calling in a KT? 3) Was getting a KT the right choice? It seemed to not be effective with the Jacksons and Firefly's on the other side. 4) A lot of times, the game felt like two 1v1's, except when the other team hammered one of us. Did it look that bad, and do you have any suggestions on how to avoid the situation. I mostly tried to stay center but remember being far away a couple of times while my teammate was getting rekt. 5) Any other strategic mistakes? In: Replay Reviews |
Thread: 2V2 Random loss as OKW replay review11 Nov 2017, 06:50 AM
If any higher level OKW random players have time to look at this, please review it. I lost an hour long 2v2 on Crossing against a USF/UKF team where I made a lot of mistakes early yet it still felt winnable until about 40-50 minutes in. Here are the questions that I have: 1) Unit composition - on that map and matchup, was Scavenge the right doctrine to pick? JLI's didn't seem to be any better than volks on that map and that type of fighting 2) After losing my schwerer, should I have rebuilt it or just stuck with calling in a KT? 3) Was getting a KT the right choice? It seemed to not be effective with the Jacksons and Firefly's on the other side. 4) A lot of times, the game felt like two 1v1's, except when the other team hammered one of us. Did it look that bad, and do you have any suggestions on how to avoid the situation. I mostly tried to stay center but remember being far away a couple of times while my teammate was getting rekt. 5) Any other strategic mistakes? In: Replays |
Thread: DBP USF thread11 Nov 2017, 02:14 AM
I don't think any amount of skill will help Jacksons on maps like Red Ball with a couple of the super TD's being used by roughly equally skilled players. Three Jacksons have roughly the same pop cop as two Ele's or JT's. They outrange you so one of the three Jacksons goes up in smoke immediately. The other two Jacksons might scratch the paint on one of the other two but will have to retreat as soon as they are hit. Those matchups end up being a shitfest of bazooka blobs, Calliopes, Fireflys versus JT, Ele's, KT's, walking stuka's etc. However, USF has nearly disappeared from 4v4's so it's usually just Brits and the occasional Soviet against mostly OKW. USF would be in a lot better position in those games if all commanders could build a Pershing after getting all of the officers, the same way that OKW can build a KT with any commander. Non-doctrinal mines would help a lot also. I do get your point about the 640 HP Jackson being too much in a 1v1. In: COH2 Gameplay |
Thread: DBP USF thread10 Nov 2017, 21:14 PM
The problem with the Jackson isn't the Jackson itself - it's the Elefant and JT combo in larger games that make the Jackson worthless after a point. Lack of mines for USF makes it worse. Also, having the pop cap of the super TD's be only slightly larger than a Jackson further complicates matters. Just out of curiosity, do you use the Stuart in the current patch and if so, when? It only seems to soft counter the flamer halftrack when I use it and is otherwise a waste of pop cap, but it could be user error. In: COH2 Gameplay |
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