assuming the raketen hits, which doesn't happen
The raketen hits something every time. If the ground is not level, then it usually hits the ground. I'd happily trade it (and give up the stealth scouting) for a Pak40.
To OP-
Try to screen more with troops. If you have commanders with recon then use those and occasionally use the recon skill, or flares if one of your units has them. |
Right now, the win rates are as balanced for randoms as they've ever been so it doesn't matter too much.
As someone who occasionally plays random 3's & 4's I would suggest the following:
1) Download some replays, watch what other players build and do.
2) Play against the computer until you can at least beat a CPU-Hard
A lot of players think that it will be fun to learn the game by starting in a 4v4. It will be anything but fun if you try to learn COH2 that way. Your own team will be rude and the other team will taunt you. |
If you let your enemy to roam for 30 seconds around your emplacement and allowed him to throw incing nade a second before brace finishes, then you did something horribly wrong
So you really want to claim that the throw time on a grenade is 30 seconds? Most people force brace by using mortars, leig, or occasionally an AT gun, then move in with infantry. |
My suggestion on how to finally balance brace and make it interesting for both sides is rather simple and it cosist of these 2 points.
1. Emplacements cannot use stand fast nor be repaired with forward assembly engineers while braced. They can still be repaired by normal engineers, because engineers are put under huge risk while repairing under fire.
2. Emplacements will take (33-50%) increase damage after brace ends. Let´s say for 15-20 seconds. With this change, UKF player will still be able to use brace to protect his emplacement from heavy artillery fire/tank pushes/whatever but will be punished greatly if he does not manage to establish strong foothold after brace period ends. Axis player will be able to play around brace, because he will get 15-20 second window of opportunity after brace, when he deals bigger damage to emplacements. This will open up options for great mind games. For example make fake push with tank, force emplacements to brace and kill it afterwards.
By these changes emplacements will be no longer no brainer, will need furthure support from other sources, and quick response for UKF player,if he wants to keep the alive. UKF won´t be able to keep them alive forever and ever with brace+stand fast combo. He will also be punished if he uses brace badly and does not manage to hold line withing brace period.
Axis player will get option to play around emplacements and kill them after brace period rather easily thanks to these changes.
I´m not aiming to remove brace altogether because it´s very interesting feature that helps emplacements to survive (something like retreat). I want to give brace handicap afterwards, so it becomes high-risk high-reward ability that may keep your emplacement alive or destroy it alltogether.
What do you think about this idea ? Disuss.
A lot of players throw flame grenades right as brace is finishing. This feature would ensure that the emplacement is destroyed. I haven't been having a hard time with emplacements in 2v2's. I sometimes have a hard time in 4v4's when there are 6-8 emplacements. Even then, it normally works out okay because they sacrifice a lot of pop cap for an immobile unit.
Before you go to all this trouble, here is my suggestion:
1)Replace the Bofors model with a model that looks a lot like a halftrack.
2)Allow the model that looks like a halftrack to move.
3)Since it can move, remove brace so that it can be repaired from the comfort and security of its own base. |
What is the point of this post OP?
The USF mortar is vastly overperforming and is being addressed next week.
A couple of points:
1)The Ost mortar should've been nerfed also.
2)I was stirring some shit. The USF mortar is really good against people that like to camp or move large groups of infantry straight at their opponent. The other team didn't do that much, or maybe at all.
3)The win rates are fairly balanced right now. They won't be after this patch. Other than bug fixes, this patch doesn't look like it will be good for allies in 2v2 and above. Your 0.780 win rate and 15 ranking won't be in any danger, but you're going to be waiting 10 minutes to get a game and the games won't last long. The allied players that do stick around are going to double down on mortar pits, Comets, and arty cover. I'm sure it's going to be great fun.
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- The USF had only slightly better stats than the Ostheer mortar. Almost everyone already knew this.
- A sample size of one is too small for a test. If you get the chance, take a statistics class. I was a history major, but I took some basic stats and math classes, and they've been very useful for work and in life. If you studied statistics in either a class, or through an online venue, or even just reading through a text book, it's hugely rewarding. The way it helps you understand the world is invaluable.
- A replay where we can see what happened in the game would be more useful for analysis than a screen shot where we don't know what happened.
- You can'take compare units in a vacuum. The USF mortar was a problem because having a mortar that good gave USF too strong a roster when combined with riflemen, which were intended to be strong even without support in early game, so giving them support as well caused problems. Riflemen are fine on USF, but would be too strong if given to Ostheer. It's fine that soviets get a reinforcing halftrack, but if you gave the same halftrack to OKW, different story.
You really think that most people on COH2 think that the USF mortar has only slightly better stats? According to the hyperbole, it is a heat-seeking nuclear missile.
I didn't claim this was a statistical analysis. However, if you can calculate the standard deviation for this data, then I'll be impressed.
PS - I had to take statistics classes in graduate school. If you ever want to bore the shit out of someone, talk statistics. History is more rewarding....... |
Thanks for posting this. I was worried the USF mortar was OP. But because of this finding, where there was a game in which the OH mortar did better than the USF mortar, I am no longer worried. Everything seems good.
No, genius. They should've nerfed both of them. The only stock mortar that didn't need a nerf was the Soviet one that doesn't kill anything anyway. |
You won't find a single top player or non biased one which would tell you that maxims A move strats aren't TOO GOOD for whatever input they require.
There's an (unfortunate) reason why maxims are mainline infantry and conscripts are supports.
I wouldn't argue that point but, at the same time, show me one of those players who uses conscripts as their main infantry throughout the game. |
Elefant is manageable with 70 range. Zook and AT guns or medium spam with smoke canisters work great.
I've argued before that JT should have more weakness for having 85 range.
This is why i'm in favour of removing clutches from no brainer/no micro units (mortar pit, party cover and JT are just examples).
Again, you don't need late game tanks when you can just put a 60s denial zone for all infantry, support weapons and heavily damage and debuff tanks.
Can't you just salvage abandon vehicles? You could also just kill an ambulance with small arm fire (easily and quickly).
The decrease in pop cap has made it easy to support the JT with PanzerFusiliers, P4, other tanks, etc. Attack ground through smoke still hits tanks so I'd be surprised if medium tanks could do much pushing against a supported JT, even with smoke. The only things that I've found to work are bazooka blobs with double Calliope to strip away the infantry support. In short, you have to get a JT badly out of position or screw up some other way really badly to lose it.
Also, for as much talk about how broken arty cover is, Stuka loiter is worse and costs less. Here is a screenshot of the remnants of 4 Shermans caught by a Stuka loiter. At least arty cover gives a long warning. It works mostly as area denial unless someone chooses to stand in it. Stuka loiter hits fast enough that some things like ambulances cannot get away and even some Shermans will get destroyed while retreating. With arty cover, you can at least back up and wait until it is gone. I've posted replays of my team beating people with up to around 8 Comets and double arty cover.
Stuka loiter is currently bugged and destroys stuff well outside the circle. I've had it drop on the center vp of Kholodny and had it loiter all the way back to my ambulance back at my base, then wipe 3 squads and the ambulance.
Here is a screenshot of the remnants of 4 Shermans caught by a Stuka loiter.
[url= ][img=" http://i63.tinypic.com/fmnj37.jpg" alt=""] |
What are the pros and cons between the two? Additionally, how is one or the other better and in what way?
I don't play a lot of Ost so take this with a grain of salt. When I play Ost, I really struggle to win if I haven't won before the Comet train starts rolling in. It can be really frustrating because Panthers are roughly equal to Comets in AT but they aren't good against infantry. The Panther feels like a Comet with the AI nerfed but at about the same price and pop cap. Tigers aren't the answer either. OKW has none of those problems late. JP4's are pretty good, particularly when supported with Panzerfusiliers. The OKW PIV is pretty good, much better than the Ost one. The only time I don't like OKW that much is if I play a random 4v4 and start getting hit by 4 USF mortars at the 5-6 minute mark.
Another knock against Ost is the 4 man grenadier squad. They get wiped way too easily but that should get fixed in the next patch. Outside of Cons, they're probably the worst starting infantry. |