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Thread: Summerpatch Bugreport23 Sep 2019, 03:20 AM
Not sure if this is related to the patch, but medics on OKW Battlegroup sometimes don't heal injured troops even when truck is next to base. I end up having to move infantry to other side of truck to get the medics to heal. In: COH2 Balance |
Thread: allow 7 man Conscripts PPSH41 or PTRS23 Sep 2019, 01:38 AM
Big no to OP. AT nade assault replaces the normal snare. I think it's the detect armor ability that replaces the molotov. I do wish they would've just used the middle buttons instead of replacing the original abilities. They end up pretty gimped so you often end up using only 1 or at most 2 squads as PTRS cons. I do think it would be okay for the PTRS cons to get the 7 man upgrade. PPSH cons would be terrible to play against if 7 men. In: COH2 Balance |
Thread: 50 cal - Why is it so good? 21 Sep 2019, 14:25 PM
Paranoid much? The balance team, that you think favors the USF, badly nerfed the pack howie (mid-game crutch) and slightly nerfed both late game crutches (Scott and Jackson). Riflemen did receive a small boost to their short range dps which would help a lot in 1v1's where there are usually multiple small engagements but help less and less as the number of players goes up. As far as the 50 cal goes, it's okay in terms of damage but not really that great against multiple squads. There's a whole thread already about MG performance that started with actual tests. In: COH2 Balance |
Thread: Pak howitzer after last patch21 Sep 2019, 01:38 AM
Had an opponent use the Pack howie in a match on Rails and Metal today. In 14 minutes, it got 8 kills and was Vet 2. The 8 kills cost me about 208mp. He got his as part of a air-dropped combat group so it cost him 125 to crew it, plus 80(?) munitions and 168 in upkeep (roughly). It did force several retreats. Seemed like it missed stationary targets about 30-40 % of the time, did a little damage about the same percentage, and hit hard once in awhile. It might have looked better had the match went longer but during the time he had it, it seemed like he would have been much better off with a cheaper .50 cal. I didn't have a lot of weapon teams so he mostly had infantry to shoot. In: COH2 Gameplay |
Thread: Pak howitzer after last patch20 Sep 2019, 19:21 PM
It hasn't worked well in two of the three times I've tried it. The likelihood of me, or anyone else, trying it another 47 times to meet your minimum criterion is nil. It's around 380 mp/20 fuel to get the first one, which is a too much of a gamble.. If the balance team was going to nerf it, they should have buffed the USF mortar so that it is competitive with the Ost mortar, then turned the Pack howie into a howie (don't nerf scatter, make the barrage more like six shells, take out direct fire). USF didn't need two units that overlapped, it needed two units with defined roles that could actually do their defined roles. In: COH2 Gameplay |
Thread: Pak howitzer after last patch20 Sep 2019, 16:56 PM
I've tried it a few times since the patch. I had one that had a lot of good luck and got to vet 3 with 21 kills in a 4v4. Most of the time it did next to nothing. It still gets wiped easily (a problem that I don't have with LEIG's) but now doesn't do much even when it is up. I did have a MG42 almost get wiped by a Pack Howie. It only got hit because I was repositioning it. Had I left in in place the Pack howie would've missed comfortably. If they made it an exact copy of the LEIG it would be a significant buff at this point. I've had double LEIG get close to 60 kills. Those work really well with the newly improved Falls. I don't understand the mentality behind some of the decisions that are made. Somehow, the USF mortar needs to be worse than the OST mortar, while having about the same cost and pop cap. The justification is that OST needs to be stationary, implying that somehow USF never needs cover or to be stationary. It's okay that the OST mortar and the LEIG hard counter the USF mortar but not okay that the Pack Howie could counter them. In: COH2 Gameplay |
Thread: allow 7 man Conscripts PPSH41 or PTRS20 Sep 2019, 14:59 PM
snip PPSH cons are okay. You'd never get a significant number of people to agree to give them 7 models. I play a lot of Soviets and wouldn't give them Mobilize Reserves. I would give PTRS cons the Mobilize Reserves upgrades. Their AI is terrible so you don't have to worry about them beating any other infantry, possibly excluding Pioneers, and they often have to leave cover to shoot at vehicles anyway so they wouldn't get the cooldown bonus on the few rifles they have. PTRS cons get wiped often so the 7th model would help them survive a bit better. This would only affect Tank Hunters which is a bit of a meme currently. I'd also allow 7-man con squads to pick up PTRS's, assuming that they get the gimped version anyway. In: COH2 Balance |
Thread: 4v4 balance problems since patch20 Sep 2019, 05:02 AM
I played several games as Soviets after the patch until I ran into someone who rekt me using Luftwaffe Ground Forces. He/she parachuted in behind MG's, dropped Falls on retreat paths to get wipes, etc, etc. After seeing that, I've mostly been playing OKW with LGF and been enjoying the game much more. Having falls parachute in at 2 cp is a problem. You can often parachute in behind a MG and if they don't notice and retreat right away, you can launch the tactical nuke for only 40 muni's and end up with a gently used MG. There are a lot of maps where you can shut down team weapon play. Falls has always had the faust and I don't think that taking it away would make much of a difference. Before the patch I thought they were overpriced and squishy. Now they seem too good. In: COH2 Balance |
Thread: State of the Kingtiger20 Sep 2019, 04:25 AM
I read somewhere that German's armor "K/D" was something like 1.2 to 1 in the last year. Hardly the stuff of legend. I don't think they had much of anything left in the west after the collapse of the Falaise Pocket. After transferring armor in from the East, they lost it all again in the Battle of the Bulge. Contrary to popular belief, they didn't fare all that well against the Americans once the Americans became a little more experienced. COH2 distorts reality in many ways. The M10 and M36 could one shot a Tiger or Panther. In fact, that was probably about the only way they did it because if the first shot didn't penetrate, they were likely running for their lives at that point. https://www.reddit.com/r/AskHistorians/comments/3zd1f9/what_was_the_actual_kd_ratio_of_german_ww2_armor/ https://en.wikipedia.org/wiki/Battle_of_Arracourt All that said, this is a game, not a simulation. In: COH2 Balance |
Thread: Bring B4 howi back to tank hunter tactics19 Sep 2019, 02:06 AM
I used this doctrine extensively in the past and I moved on. I think the lack of tank kills it. I’d suggest: This is the best suggestion so far. Maybe add a few things to make it more worthwhile. I don't think the above would beat Guard Motor. 0CP T34/85 (built at T4) 2CP Conscript tank hunter package (100 muni: 4 ptrs39s, camo, can plant light AT mines, grenade assault) (maybe add building tank traps, as it would help make the mines more likely to be worthwhile) 4CP TMDB heavy mines (70 muni: immobilises vehicle) Camouflage (AT guns and tanks can camouflage but must remain immobile) (combine the mines and camo) 9CP Mark Target 12CP PTAB Bombing run (lower the cost to 140 to reflect current damage) One other possibility would be to add Guards instead of the Bombing run. Guards and tank hunters work well together. The bombing run would probably be needed in 4v4's though. In: COH2 Gameplay |
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VSINDEX {TR}The birth of tragedy Poon Slayer Kochie from Sunrise MSG.WELKIN(NOOB)Dianno SvtLightning Effen Newbie 72ebel-44Everything to hate about Brits in one replayby: Grumpy map: Steppes6-1,315
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