He's a little busy with his divorce so we might we waiting a while kappa
But I heard he hooked up with a hot little intern so he's looking forward to a lot of happy endings.....
Posts: 1958
Thread: when will the commander patch be released?10 Jun 2021, 01:21 AM
But I heard he hooked up with a hot little intern so he's looking forward to a lot of happy endings..... In: Lobby |
Thread: KT is trash 10 Jun 2021, 00:21 AM
The gun is an RNG cannon now, it is slow, but it is very durable when supported. With that I'll say it is very good at holding singular points, usually VPs and can hold lanes well when coupled with an elephant/jt etc. Beyond that though it's pretty meh. Sometimes it'll knock 70% HP off squads and sometimes it'll miss entirely. I almost wish it had a substantially worse reload for better scatter because as we all know when we use it, it misses repeatedly, but when our opponent uses it, it wipes squads left and right. It's really good on the top or bottom of Port of Hamburg, as well as the city side of City 17, or almost anywhere on Essen. If I don't YOLO it, I often rack up 50-80 kills. It's mostly worthless on Red Ball, White Ball, etc. unless paired with a teammate that has a JT. It's kind of slow to vet, but once it hits vet 4 it seems pretty good. In: COH2 Balance |
Thread: NO BAN system for DROPPERS7 Jun 2021, 23:49 PM
Sure, right after they eliminate bug splats, disconnects, and drop hacking........ In: COH2 Balance |
Thread: Jagdtigers AE ability is broken, change my mind...23 May 2021, 19:21 PM
85 minute game... I think my shoulder would give out before I could finish that 😂 If you play 4v4 randoms, you have to expect those to happen sometimes. This was on Hill 400 where I had to fight over the mid while players on both sides wanted an arty fest. Considering the number of Katy or Calliope rounds I took, it felt fine that my JT got over 100 kills. I used the JT barrage to keep them from capping mid while they used their rocket arty to keep me from capping. Eventually I capped it enough to tick down the VP's. BTW - it's games like that one that make me want arty of any type to not be decrewed or abandoned and a hard cap of 2. When I look up from the scrum in the middle, where it feels like I've been fighting 1v2 for the last 30 minutes, when I see half of some of my teammates pop cap is in arty, it's hard not to get pissed. I then understand why it feels like I've been fighting 1v2. If you watch the replay in the Arty Rant, you'll see the same thing. It's the same when I play allies, look back, and see my teammate running around with 3 Katy's. I then start hoping for the Puma........ Lastly, I've tried diving with the JT and using the barrage to push around AT guns. It doesn't work in a 4v4 as there is always too much AT around. After having both used the ability and fought against it, it really doesn't seem OP. In: COH2 Balance |
Thread: Jagdtigers AE ability is broken, change my mind...23 May 2021, 18:09 PM
![]() It isn't broken, it works as intended. If you don't like it, you can always reposition your AT guns or not stack them. It uses a lot of ammo, just like the ZIS barrage, which is also a vet 0 ability. In: COH2 Balance |
Thread: Arty rant23 May 2021, 17:24 PM
thx In: COH2 Balance |
Thread: Arty rant23 May 2021, 16:09 PM
I'd just like to stick this note in here, I was using the ML-20 today and the scatter of the shells is actually massive, WAY bigger than the UI indicator would lead on. Maybe it was the FoW penalty after I lost sight but it seems like shells can land exceedingly far from the center of the circle. I noticed a tendency for the shells to shoot long, even with the FOW off. Also, I've had the same problem with the ML20 so I did the testing with FOW off. The FOW penalty does seem different for the LEFH compared to the ML20. In: COH2 Balance |
Thread: Arty rant23 May 2021, 16:02 PM
just as a heads-up, some of the numbers you used for your comparison are quite a bit off. both the ml-20 and lefh are actually almost carbon copies of each other, though the ml-20 has a bit higher near AoE damage (180 vs 160) and slightly more far AoE damage (not sure exactly, but i think sth like 10 vs 8). unfortunately, Stein's sheet seems to have some of these wrong. this may not represent the real life proportions of their respective shells, but from a gameplay perspective i'd think this is a fair compromise. I realize that Stein's sheet is out of date at this point, but don't know of anything that is up to date. How did you get the B-4 radius? What website do you use to host the images you post? In: COH2 Balance |
Thread: Ok, i`m a hacker?23 May 2021, 03:37 AM
Top 50 in 1vs1 in all factions, but 4k-5k in 4vs4 Is that very odd? Try making a new account now through family share. Play 4v4 random UKF on weekends until you get a ranking. Come back here and post the player card. I'll bet it isn't top 50. In: Replays |
Thread: Arty rant23 May 2021, 03:27 AM
There's been several threads about balance recently, mostly centered around larger team games and the imbalance in win rates. The oddest thing about the imbalance is how Soviet win rates drop off in 3's and 4's. A lot of the theories have been about caches or the incomplete design of the WFA armies. I don't think that's the case given that OKW is a WFA, can't build caches, and still comes out on top of the 4v4 win rates. I really think it has more to do with the LEFH and Walking Stuka. Here's a recent 3v3. I got around 90 kills with a LEFH. On the maps where the approach routes are restricted, it's easy to rack up a stupid amount of kills with the LEFH by just firing randomly into the approach path. Here's a cheat mod test of the LEFH versus the ML20. If just firing at buildings, they're about the same effectiveness. The LEFH starts to get great when firing at approach lanes like the one on Rzhev or the middle of Port of Hamburger. Interestingly, the Land Mattress was about equal to the Walking Stuka, but only if the units don't react to the barrage. However, the Land Mattress takes forever to fire all of the rockets and is affected by scatter like all other rocket arty. This replay also showed the other part of the problem with the Walking Stuka, as you'll see full Con squads get wiped by a single barrage. The all-or-nothing design of the Walking Stuka is problematic for Soviets in 3's or 4's. The games often go about an hour, so Soviets don't have to dodge just a couple barrages, they have to out-guess their OKW counterpart up to a couple dozen times. Nobody is that good so losing those vetted squads in the late game often results in a loss. Here are the in-game numbers taken from Stein's sheet for ballistic arty, along with the few real world numbers that I could find for comparison: Crewed Range Range Shell ROF DMG Near Mid Far Near Mid Far (IRL) kg IRL (IRL) ML-20 152mm 250 17230 51.5 3 200 200 30 10 2 4 6 B-4 203mm 250 25400 110 yes 640 640 96 32 2.5 5 7.5 leFH 18 Ost 250 10675 14.8 6 160 160 56 8 2 4 6 leFH 18 OKW 250 10675 14.8 6 160 160 56 8 2 4 6 M7B1 Priest 180 11270 14.8? 6? 200 200 56 10 2 4 6 Sexton 135 12253 11.5 6 160 160 80 32 1.25 2.5 6 (sorry if this isn't very readable, it doesn't want to keep the formatting) A couple things stick out. The ML20 had a shell that was about 3x larger, but in-game has a smaller AOE and lower rate of fire. The B4 should have a massive AOE, not just a 7.5 radius versus 6. In another test that I ran, the B4 was consistently about 1/3 as effective as the ML20. I think people just like to use is because they think it's great on the random time that it hits a medium tank and brews it up. I think the following changes would really help to balance: Nerf the LEFH (both) from 10 shells to 8. Nerf the ML20 from 8 shells to 6. Increase AOE ranges to 3, 6, and 8 and make damage at range equal to LEFH Sexton - increase range to 180 (mobile arty should have shorter range than fixed or else gameplay will suffer) Make all arty not decrewable. Put a limit of 2 total (so 2 LEFH or 1 LEFH and one WS, same for ML20 and Katy). Count rocket arty in the limits also. Make Priest and Sexton so that they can't be abandoned. Change the Walking Stuka so that it doesn't one-shot everything Soviet (or completely miss like it often does). I'm not sure how the new B4 will be, but think the far AOE range should be increased. The mid shouldn't be increased unless the damage was lowered under 80. In: COH2 Balance |
![]() |
![]() |
![]() |
45 | ||
![]() |
![]() |
![]() |
5 | ||
![]() |
![]() |
![]() |
12 | ||
![]() |
![]() |
![]() |
3 | ||
![]() |
![]() |
![]() |
1 |