General Information
Register Time: 2 Oct 2014, 07:32 AM
Last Visit Time: 14 Jun 2015, 23:23 PM
Steam: 76561198045409588
Residence: United States
Nationality: United States
Timezone: UTC
Game Name: SuperSonicFan
If I could just play nothing but Kholodny Ferma I would. Change veto to 'allowed maps' so we can just pick the one map we want to play. Also people say they hate that night map, but I LOVE it. Every time I've ever played it, opponent just rushes for fuel. Fine with me, I go cap the rest of the map and end up with munitions AND fuel lead!
Ask yourself this. "Did it do better then two Ostheer Mortars when I used it?" or "Was it better then a 120MM Mortar when I used it?"
Because this is what it costs. If its balanced then the other two must be over performing and need a nerf. If the other two options are fine clearly the PackHowi needs a buff.
Hmm, I guess so. Lately I've just really fallen in love with the thing and the suppression abilities it has. I just wish it was easier to keep alive, as once it reaches vet 2 with the HEAT rounds it is a BEAST. If anything in relation to the other mortars, maybe a nerf to Wehr RoF?
I would say the Pak isn't like the mortar where it's a safe thing to get every game, but if you see even the slightest blobbing tendencies it is perfect. 1 shot in the blob and they get suppressed. Seriously needs a shield and 2 man crew though
Demo charges are too fun to be nerfed. For the love of God please do not 'fix' them by nerfing them. It's not the Soviet player's fault they have to rely on mines and demos since Cons suck so bad. I'd take a nerf if they gave Cons a non-doc AI upgrade, but since that will never happen.... DEMO CHARGES!
I think the pak is pretty good in terms of offensive capabilities. The only problem is keeping the damn thing alive. I think if they simply gave it a shield like the ISG (the crew seriously dies to the slightest breeze) and make it survivable with 2 men instead of 3 it would be fine. Also maybe lower the reinforce cost a little, but I think in terms of firepower it's fine, especially since it can suppress when it hits squads
that and conscripts need to be compensated in some way for this
Apparently a few patches ago they increased Conscript received accuracy to ABOVE 1, so bullets HOME IN on them. I think remove this and Conscripts would be accounted for. IMO make Kar98 slightly less potent, give Grens 5 men, make Conscripts not die so easily, Ost and Soviet problems solved for most part.
I'm just going to keep saying this: The problem with this unit is that it destroys the point of CoH2 (especially in 1v1) which is being aware of map control and constantly taking territory. With how early it comes out it is literally impossible to harass your opponent at all, leaving you fighting on your side the entire time while he just rakes in the resources.
Like every rational person has said, pushing is fine, honestly I like it as a game mechanic. However, a FREE unit that literally has no way of being lost (unless you are a complete idiot) ensuring your first engagement is a victory is just stupid. I'd say either reduce the HP so it will be at least possible to make it retreat, make the cooldown timer on it be full at beginning (similar to what they did to US Vet Rifles), or make it cost MP and reduce MP cost of building. It just has too good synergy with pushing infantry out of the way for Kubel to suppress and Sturms to wreck
I hate in 1v1 when he places it by his cutoff. I can deal with it when he places aggressively so I actually have a chance to kill it, but when it's on his cutoff literally the entire battle is forced to take place on YOUR cutoff because you can't decap anywhere near that thing.
Quit kidding yourselves about AT gun being reliable way of bringing it down, unless you send 2+ medium tanks, a heavy tank, or always target your arty on it, it's not going down, especially considering how fast sturms can repair it b/n arty shots.
I think they could fix this problem and at least partially Schreck spam if they made this thing a munitions upgrade. So you can either spend 90 munitions on Schreck, or save 120 to get HQ. But you shouldn't be able to lock your cutoff for the entire first 3/4 of the game for free and force opponent to dedicate significant force of his army just attacking one thing for the POSSIBILITY to harass your cutoff.