I have been using it to great effect as part of a build which i have used to beat Talisman, Barton and a number of other good players. Its very good partly because it suppresses infantry on the move and can counter 222's. I have also used it to finished off a couple Luchs' with it.
Back it up with a zook or 2 so it cant get circled by a 222/luchs. Then use it like the best mg in the game.
Well, your point is much more understandable now. But you have to keep in mind that this is the result of many patches trying to make brummbar a viable tool in 1v1.
What would you propose to acheive these 3 goals at the same time:
- make brummbar less viable in 4v4,
- make brummbar more seen in 1v1 - accessibility is the issue here IMO,
- keep it as a better late game choice than stug e in any game mode?
Ost should have had a tier structure like Soviets. One less tier to Brummbaer would make it a lot more accessible. Making it badly OP once you get it just screws over balance on 2v2+.
I really do feel that axis are overperforming this patch. Haven't won a single game as allies today, even when we played unequivocally better, and haven't lost a single game as axis.
Matchmaking has been really weird lately. I've mostly been playing Axis (love those cool uniforms in this patch) and have had days where I either get really bad players or top 100 players who are going to beat me regardless of any balance issues.
At some level, I don't mind the maxim nerf because before yesterday's patch, most of the people still playing Soviets were building at least three maxims, which can be really annoying for OKW on some maps.
Me too. It takes way too long to suppress vetted volks and literally gets fausted to death in my experience lol.
I'm not sure why this was needed:
Main gun damage vs infantry set to -50%
The reason given was this:
"Due to the changes in the opposing factions (most notably 222 changes and Luchs), we are adjusting the performance of M15 to bring it in line with the other light vehicles. This will also help prevent the Lieutenant tier from dominating over the Captain tier."
I haven't tested it recently, but am pretty sure that the Luchs and 222 have no problem with a M15, even though they are cheaper (asymmetric balancing at its best). The reasoning then boils down to them deciding they had to nerf the M15 because they nerfed the Stuart.
The vanilla faction´s repair rates are just too slow compared to the newer factions. Repairing an IS2 or a Tiger takes ages upon ages. This in my opinion broken feature is especially punishing in 2v2 and up where you spend ages repairing your tanks as Ostheer and Soviets to eventually rumble your way back up to the front line and see that shiney Perhsing, Sherman, Cromwell, Comet or OKW Panther/P4/JP4/Command Panther back on the line waiting for you fully repaired.
Now I don't know about any of you, but I would love to see the newer faction's repair rates get nerfed to Vanilla faction's repair rates. As of now it is a shitfest. I have had so many games as both Soviets and Ostheer where I simply got out repaired...
+1 on nerfing OKW, UKF, and USF repair rates to Ost levels. However, it should be all three of them and not just UKF and USF. I'd bet that the balance team does eventually nerf UKF, USF, and the sturmpio but not the repair from the mechanized truck. The logic behind that is utter bullshit and will further imbalance team games, but team games aren't a priority.
What are people's thoughts on this? Is it worth building now that it doesn't try to turn around to its blind spots every time you tell it to attack something? Or what?
I've tried it a couple times since the new patch came out and ended up wishing I'd just saved the fuel to get a Sherman out quicker.
IMO - They normally come too late, unless you just go T1 and don't spend any fuel. They take an eon to reinforce. If the game goes really long, they get really good but most of the time it seems like volks do most of the same job at a much lower price.
The biggest problem with Obers come when a UKF player goes emplacements and more-or-less forces you to get a walking stuka. Obers come out really late and don't do that well against double lmg sections.
And everyone is well aware of the clusterfuck it is in 4v4, but coh2 is fcked up from the beggining by relic bad game design, the "unprofessional" modder team can't fix the whole game just like that, they could only do a few tweaks when it need a huge change to become competitiv in 4v4.
.......
Edit : i notice you speak alot about AXIS being overpowered in 4v4 but you seem to forget everytime how fked up is the brits emplacement regiment commander.
The modder team should've just taken away the flamer from Soviets and mortar from USF, and then called it done. They took a game that had really balanced win rates from 2v2 on up, and somewhat OP USF & Soviets in 1v1 and turned that into a game where Axis has higher win rates across every game mode, including both random and arranged teams. Everything gets blamed on scope but scope didn't cause the overnerf on the Stuart and AEC, nor did it create the absurd PTRS penals. Somehow the scope had almost every nerf that Axis players wanted, but practically none of the nerfs that Allied players wanted.
There wasn't any check and adjust after the first balance patch. With win rates already tilted towards axis, they could've adjusted some of their previous nerfs but instead chose a fresh new round of allied nerfs.