Ok, so the Ranger and Paratrooper Zook compared to Pgren Shrecks.
Interesting. I rarely play OST but can see how it would be a lot worse for OST than for an OKW P4.
Posts: 1954
Thread: USF urban assault10 Oct 2019, 20:58 PM
Ok, so the Ranger and Paratrooper Zook compared to Pgren Shrecks. Interesting. I rarely play OST but can see how it would be a lot worse for OST than for an OKW P4. In: COH2 Balance |
Thread: USF urban assault10 Oct 2019, 20:37 PM
Elite zooks are 100 damage versus 120 for the shrek, IIRC. I don't know what is the difference in penetration values or fire rates. They probably fire faster like Alphrum claims so the DPS could be the same or higher. I think only the paratroopers get the elite zooks but haven't played a lot of USF lately and am not sure. I've ran into the triple zook rangers a couple times and was surprised how fast they will mess up an OKW P4. That said, it doesn't really feel worse than having to deal with double shrek Panzerfusiliers as Soviet. The rifle nade is more annoying than the rangers to me, as it is really good at denying the use of cover. The annoyance far exceeds the damage. I posted the replay in the replay section. Not sure who to report it to. In: COH2 Balance |
Thread: USF urban assault10 Oct 2019, 20:11 PM
Because PGs don't get 3 shrecks and aren't 5 man squads? I'm not defending Urban Assault (because its BS and annoying) but I'm pretty sure that the two shrecks of the PG's do as much damage as the 3 bazookas, and are more likely to penetrate. Even more annoying was having to play two automatch games last night against a "top 30" OKW player who had Urban Assault as one of his 3 OKW commanders. He used both Calliopes and Rangers in both matches, but couldn't buy zooks for his rangers. Rangers with Thompsons shred cons. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful10 Oct 2019, 20:00 PM
I'm pretty sure it hits faster than anything else, with the possible exception Pathfinder Arty. At least with Pathfinder Arty, it's tied to a range of 30-40 from the Pathfinder so you know to watch for it. Fragmentation bombing can hit anywhere. On maps like Rzhev the pathing can be so bad in spots that you can't get out of the bombing run even in the middle, particularly the right side of middle. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful10 Oct 2019, 19:51 PM
It just wipes shit too quickly and reliably, please add delay to the plane. If you replace the ability with Tank hunter AT bombing that would also be a good enough nerf. Replacing it with the PTAB bombing run would basically remove it from the game. There was a long discussion on this in the thread on Tank Hunters recently. The PTAB takes around 9 seconds to hit once the red smoke is down. Damage depends on the size of the tank, but seems to be 1/4 to 1/2 of the health of the tank, with 1/4 damage being far more common than 1/2 health damage. In the little bit of testing that I did, it didn't wipe a full health squad. I couldn't find the change in the patch notes, but remember when it would almost one-shot a Tiger, and would wipe infantry in a large area. Some of the videos of that are still on YouTube. The old skill was a little over the top. It would almost kill an OKW truck in one shot. I don't have a problem with the power of the Fragmentation bombing run. It should hit hard, but every other bombing run (besides the PTAB) has about a 3 second delay that seems to be missing. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful10 Oct 2019, 19:06 PM
Not really OP. Just very strange design with little time to react on map edges. On the edge of the map, you can't get out of the run even if you retreat right away. AT guns also can't get out. In: COH2 Balance |
Thread: Are bren blob buffs justified?10 Oct 2019, 18:27 PM
I'm pretty sure this is the case. The Maxim doesn't suppress well but usually kills more models, especially when compared to the MG34. I'd rather the Maxim be more like the MG34. In: COH2 Balance |
Thread: Medic Heal Radius is too small10 Oct 2019, 01:56 AM
I don't mind the short range on Ost, but it does seem to be a problem with OKW. On some of the 2v2 maps, I put the Battlegroup HQ in the base. I've had cases where the medics will be right next to wounded units and not heal them. Other times, the medics would be on one side of the truck and wouldn't seek out wounded units. In either case, I end up having to move units to get them to heal which is annoying. In: COH2 Gameplay |
Thread: T34 Ram10 Oct 2019, 01:50 AM
I love the ram, gave me so many lols already. It would be nice if it was more predictable, but is a lot of fun when I'm feeling like playing throw-away. My favorite was in a match on Minsk Pocket when I flanked an Elefant, but got a main gun crit. Since I was going to lose it anyway, I rammed the Elefant and killed both of them. To me, that's what ram should be - a last ditch effort to take something out. I have tried the ram plus AT strafe. The results seem just too variable. One day, I'll get multiple Tigers or Elefants, other days I'll just lose a bunch of T34's. Good players seem to be a lot better at avoiding the combo so it seems like something more for troll games than real ones. In: COH2 Balance |
Thread: Sherman Crew instantly dies9 Oct 2019, 15:07 PM
The m4a3 Sherman Crew instantly dies upon pressing the Decrew Button, their silent bodies lay limp next to the tank. Could they have been crushed by one of your other tanks? I've had that happen where they hop out just in time to crushed. I haven't heard anyone complain about it but also haven't seen a lot of USF players this patch (in 2v2 or more). In: COH2 Bugs |
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