When I look at NSO Lockdown or Strurmpanther over twich dan I see that they do not have the problems. As written I get together with the best players via randoms and we don't manage to win against people who have 100 STD game time. It's also that the opponent can somehow build more units faster and put more units on the field like me?
Wen ich NSO-Lockdown oder Strurmpanther zu schauen über twich dan sehe ich das sie die Probleme nicht. Wie geschrieben ich komme über Randoms mit den Besten Spieler zusammen und wir schaffen es nicht gegen leute die 100 STD Spielzeit haben zu gewinnen. Es ist auch so das der Gegner irgendwie mehr Einheiten schneller bauen kann und mehr Einheiten wie ich auf das Spielfeld bringt ?
When you're trying to use Google translate, try writing like you would talk to a child. Google translate struggles when using more complex sentences. Also, abbreviations don't help. I'm pretty sure you meant stunden but STD is something more like herpes or gonorrhea so you could've got a really interesting output from Google translate. Then the mods would have to move the post into the B4 thread. |
Again, it takes 4-5 minutes (assuming ZERO grenades, mines, etc) of munitions income to counter ONE B4 which can be built every ~2 minutes
And it's only a net loss for Soviets, excluding area denial, if the B4 never hits anything. And even then, it dominates the Axis' attention and demands the total use of all of their munitions resources, meaning nothing is available for grenades or mines and so on.
Also, while normally I would ignore Katitof and advise everyone to do the same, here I'll simply note that balance decisions have routinely been made since the game's release in terms of not putting too many powerful abilities all on the same commander. For obvious reasons.
You can build a B4 every 2 minutes only if you can beat your opponent with a small army and never lose anything.
The things that you're complaining about have been the bane of UKF for years. Their howitzer counters are more expensive and have much longer cooldowns. The only one that is comparable is the off-map in advanced emplacements but the rest of that commander sucks. Assault plus Supremacy is 310 munitions and has something like a 5 minute cooldown so you can't keep up with even a single player making howitzers. |
Because functionally they are the same unit type. They even work exactly the same.
I must say I can see OP's point about having to put a similar amount of micro into it compared to the Brummbar while getting much less out of it. On the other hand it is super cheap.
No real opiniom on it, but I have to say I have rarely seen it in game.
I tried it once after I had problems in a game against somebody that used them. That's when I discovered that just one is underwhelming. You haven't seen it in game because getting two of them significantly delays the Tiger or the much better Brummbar. Also, the commander has some of the same problems that Rifle Company has for the USF. The Stug E is just a minor variant of a bunch of other similar vehicles. Even worse, there's no great late game abilities that justify having the commander in the loadout. If the Light Artillery Barrage had it's cost increased to 180 and would reliably destroy B4's, then you would see this commander a lot more. Also, maybe give the Stug E a 50-60 range barrage so that it can fire at emplacements. Being able to destroy emplacements and B4's, and having a Tiger would make it competitive.
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Won't matter how many muni (and to a lesser extent VPs) you have if you're drowning in tanks. I see people make this mistake on Steppes all the time and usually the fuel advantage team eventually is just too much. Takes a series of miracles to beat an enemy when they have 2 or 3-1 armor advantage.
Miracles happen when you build mines...... |
When I look at NSO Lockdown or Strurmpanther over twich dan I see that they do not have the problems. As written I get together with the best players via randoms and we don't manage to win against people who have 100 STD game time. It's also that the opponent can somehow build more units faster and put more units on the field like me?
Wen ich NSO-Lockdown oder Strurmpanther zu schauen über twich dan sehe ich das sie die Probleme nicht. Wie geschrieben ich komme über Randoms mit den Besten Spieler zusammen und wir schaffen es nicht gegen leute die 100 STD Spielzeit haben zu gewinnen. Es ist auch so das der Gegner irgendwie mehr Einheiten schneller bauen kann und mehr Einheiten wie ich auf das Spielfeld bringt ?
If you check the construction tab after the game, you can see if they're really making more units. You'd also need to make sure that the problem isn't that you are floating resources. |
Good luck convincing anyone here this is a real thing. I have been telling people about it and giving examples on streams and still they dont believe.
Old streams when I play with people I would say "This game is over" when my units stopped doing damage and would just disappear from indirect constantly. Even though they could see it with their own eyes they choose not to believe. The Sheeple they are called.
Instead they believe that a company that cant get the team colors right in a replay or spectate is amazing and would never have bugs/issues like this.
And dont get me started on when my AT guns simply do not shoot at the enemy even though they are parked right in front of it. Then I tell the AT to target the vehicle and instead it picks up and walks over to it. It acts as though it has NO VISION of the vehicle. However 95% of the time the enemy shoots me right at the FOW line, instantly.
Probably FOW based bugs in the game. I have seen it with INF as well. Units standing right next to the enemy and not shooting.
I have both of these problems sometimes. I've tried changing audio settings but haven't been able to stop it. I've been thinking the problem was with my computer not making the sound for howitzers shooting but even with higher settings it still happens.
I had the AT gun bug once today with a Pak40. It caused a moment of panic because I was trying to fight in two places and it ran up to a vehicle while I was viewing the other side of the map. I've had it happen a lot more with Raketens but I usually assume it's because the Raketen isn't good. It is a little annoying when something will drive most of the way through the arc and the Raketen doesn't fire. My guess is that all of this is due to ping times and is probably happening to everyone when it's happening to me. I also see odd artifacts, like a snare that doesn't seem to go off, then it finally shoots and it looks like a guided missle with 60 range. |
wow its only 75 fuel i didnt know it was rthat cheap. that tank is awesome
One always seems a bit underwhelming. Two working together seem a lot better, but that could be said for most units in COH2. I'm not sure why anyone would compare it to a Brummbar that costs twice as much fuel. |
I play 2vs2 and today I got to meet an AT Allies top 100 team 2 games in a row.
2 games in a row they build B4 and my OKW Teammate blew them up right at 9 CP (Going for the OKW Flame Doctrine).
The B4 right now it's no longer a 1 shot medium tank which is good for us and if you playing with the ideal of counter B4 in mind then all the OKW player gotta do is save munitions + Wehr build muni cache.
The reason I ( Wehr ) didn't go Stuka bomb drop doctrine is because it required 12CP before can be drop and also no Elefant :\
I feel like B4 is fine and I rather prefer my enemies to goes B4 right now because we would blow it to sky high lol
The problem right now is when you play with people and they don't notice the B4 commanders, and don't load counters. I just had the opposite experience in a 4v4. I used Storm but none of my 3 OKW teammates used Fuerstorm. One went Breakthrough but didn't save munitions. In the end, we got B4'd into the stone age. On top of that, they built their trucks in positions where the B4's could hit without forcing the Soviets to build aggressive B4's.
I haven't played any 2v2's yet, but suppression on my units in the base retreat point will be annoying if it happens. It sounds as bad as when the Leig suppressed. |
Good idea |
wow thats so wierd if they want it like this. so allied players by molotovs to help ealry but then lose upgrades capability after they spend more muni for ptrs? dont make any sense why they lose resources to not have any use in future very odd. and the atnade barrage can be walked out of after u toggle the ability on a tank. thats not fair after u spend resources upgrading and get something thats not really effective vs a good player
This isn't a change and isn't a bug. It's been like this for years. PTRS cons haven't really been good against good players in years (since they eliminated the bug that caused them to wipe team weapons). They're like every other AT infantry. |