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Posts: 1351


Thread: Pack Howie14 Apr 2020, 12:56 PM
I use it often from a doctine when you get it with a squad of paras. Maybe that is the problem because I don't have to tech for it. I just get a great weapon together with paras. I almost feel how axis suffer then and it won me a few games by finishing off units that were about to retreat. I would advise to make its shells maybe work a bit like phosporous. To basically drain hp but it should be mainline ground units that should finish off the models. The player should be forced to retreat or reposition rather than die from those 2 shots. In: COH2 Balance |
Thread: Pack Howie14 Apr 2020, 12:31 PM
Pak Howi is a completely broken unit. Who at Lelic designed this unit to fight OST 4men squads? send him to the gulag. I often use it to kill stukas. In: COH2 Balance |
Thread: Rear Echelon very weak.14 Apr 2020, 11:51 AM
RE are the only unit that can build a tanktrap and put barbed wire on its opposite side in time necessary to cap a point. So you don't get delayed capping. You leave the capping circle having done these two things - the fastest of all engineers. They are best supporting unit because they can equip two weapons of their choice and repair and sweep and are really cheap. They also have plenty of free time to do that as usf tanks have crews and their base structures get erected automatically. IMO it is better to just use them to delay your opponent rather than expect them to charge. Also comparing them to stumpios makes little sense. Sturmpio is probably the worst designed unit in the whole game - better not to clone this idea. And btw sturms are more of a problem to okw as they are the most expensive engineering unit - lategame when they need to repair stuff (tanks/their basetrucks) sturms die like flies to arty and it is a big manpower drain. In: COH2 Balance |
Thread: Penals - Why snares?14 Apr 2020, 11:12 AM
Not always - very often a player can send even an m36 to simply crush pzgrens and, while it is risky, some players do it really effectively. If you use most tanks or LVs you really can make pzgren retreat without giving shrecks time to aim and not absorbing even a single volley. As an ost player you basically need another unit next to your expensive pzgrens to make sure such things don't happen. It can be a snare unit (better two as one will only drain some health and the other will crit dmg the engine and then shrecks will work – you don’t always hit with shrecks before circlestrafing begins). Alternatively, you can hav a pak to deter such play. But this is the whole point. With a more expensive pzgren squad you need at least one more unit to constantly accompany it to make sure you don't lose 360mp plus 100muni to being rushed and/or circlestrafed. I don't really think it is fair that penals are immune to such play for only 60muni. I would prefer to make Soviets either invest another 60muni into a second ptrs squad or have a snare cons or zis around to make sure you need similar micro/skill level to defend against vehicles. Remember that ost hasn't got sturdy light vehicles, so it also means that ptrs are very often more than enough to simply kill 222 or a flamehalftrack. Imo it is a balance issue – you simply can have a very powerful at squad for very little.
It is a bit of a manipulation I'm afraid. I do love this game for such mechanics! The problem starts if it is available to only one faction for very little investment. Those satchels are a bit like demo charges in the past. Very convenient if you have them in your rooster, but just silly cause your opponent needs to be 3 times better to have similar results and invest much more resources and use combined arms. Satchel player can spend these resources in other areas – for example, rushing the t70. Imo it is the opposite of what you wrote. Satchels to some extend promote imbalance. You can just pretend it is a tool be used not to be rushed (which again put Soviets in a better position) but also on many replays of often skilled players you see tigers or panthers nuked with satchels by opponents of worse skill. Soviets just don't get punished for overextending their tanks that much and the axis player has to be twice more careful. Also all the manpower and munitions an axis player has to invest in deterring tanks Soviets may use elsewhere.
Yes, I know it is 45 munitions. But regular snares cost too! You don't pay for a satchel if it fails to work! 45 munitions for crippling the engine and dealing huge damage is very little. Often it will cost your opponent a vehicle even a heavy tank. Furthermore, Soviets have a very easily accessible ZiS. The building costs ridiculous 160mp and 10 fuel. The problem is that players risk not building it, and not spending the manpower on it and prefer to go, for example, t70 quickly or have many more anty infantry squads on the field. If they do that and they don't want to buy, for example, two ptrs equipped penals, it is their choice. There should be some risk involved. You don’t invest in other AT solutions because you want to win infantry war? You can do that but there must be some risk involved. Of course satchel makes the upgrade worth it, as it is a very good tool to deal with expensive units for very little, and if you catch your opponent not paying attention, they lose a unit that is like many times your ptrs and penal investment. Opposite armies need to work harder and invest more to have similar results. It is not going to be a munitions drain as you can't miss the satchel and lose 45 munitions. You can only screw up when trying to finish off the crippled vehicle but the designers of satchels made it deal so much damage that one really needs to try hard not to do it. I don’t think an at gun is an optional investment in any army unless you want to take some risk.
You are underestimating ptrs. The shoot more often than shrecks, are more accurate and deal quite a bit of deflection damage. You seem to be overestimating shrecks, too. Shrecks tend to miss horribly on retreating tanks and it is very often all or nothing. It is much easier to lose a shreck squad as they are a glass cannon. But again you are comparing different units and one shouldn't be a benchmark for another. The price is more important here. I think it is you who don't really look at it from the other side.
Well, AT that gives you quite a punch, especially when massed, costs very little, but gives you the potential to keep your opponent on their toes the whole match. One mistake and their tank is gone. All for 60 munitions and losing relatively little ai performance. Best to pay 45 munitions only when it works. Wish the cpu charged me only for arty strikes only if they deal damage. And maybe think what it is like for your opponent when Soviet players do buy a ZiS, place a few cheap mines and support properly with 60 range tank destroyers and tanks. Then the satchel really shines. In: COH2 Balance |
Thread: Congratulations balance team13 Apr 2020, 18:13 PM
that is exactly what I meant - its called cohrona In: COH2 Balance |
Thread: Congratulations balance team13 Apr 2020, 18:06 PM
Why not wait for after cohrona to fully evalute the UKF? In: COH2 Balance |
Thread: Congratulations balance team13 Apr 2020, 17:31 PM
Well, I never saw any reason to buff sections. The only thing was to play some ost, learn how to use t0 mgs and then move to playing UKF. You would quickly see how much easier it was. In: COH2 Balance |
Thread: Panther13 Apr 2020, 17:04 PM
Unfortunately not really - its cannon deals almost no damage to infantry. It is more like a tank destroyer with smaller gun range than tank destroyers. To me it is a bit funny as you bsaically have to close in with it to deal damage to infantry from its mgs not from its cannon. It is just strange for my taste and ruins my game experience a bit. In: COH2 Balance |
Thread: Panther13 Apr 2020, 17:01 PM
Well, panther should probably be better anti tank than comet but slightly worse anty infantry. It probably should have better armour and be more expensive. Joke: Sort of churchill/comet/firefly with a tail and an anty-air baloon. In: COH2 Balance |
Thread: Penals - Why snares?13 Apr 2020, 16:57 PM
The problem is imo that apart from preventing them from getting squished (let's say that a good idea - though other handheld wielding units CAN get squished) they also have many more tactical ways of use, which you don't see or don't want to see imo. But true multiple satchels can be too effective imo.
I think you just limit yourself to predicting far fewer game scenarios when such crit engine can be used. There are many more ways including ambushes with true sight, penals on retreat paths and many many more. Maybe even most importantly, there are also lategame lack of concentration problems and a crit engine satchel may simply be a gamechanger. I just don't think you should get all these possibilities just for 60 munitions.
Well, I don't agree here. I think that ptrs is enough to deter light vehicles. Enough for 60 munitions. If you buy them on two squads it is more than enough. Of course I understand that if you do get rushed you want to use the satchel and just drain hp or maybe even random crit weapons for some time. You shouldn't just drain hp and have a crit. Soviet access to zis is really easy and you have t70. Also like you say - good players just don't rush them and won't be rushing them even without crit. But the mistake of driving into penals wouldn't be as punishing as it is now.
It could be an option for say 90munitions. Mother Russia was just crazy OP imo. Good they changed it. Still, for now I would just remove those crits as I really belive that those little things add up and Russia is I think the chapest faction of all imo for what they get.
True - but remeber that one s-minefield costs as much as ptrs and is stationary. I feel that satchels are most dangerous because they require too much concentration from your opponent, much more than from the Soviet player and are just too cheap of an upgrade for the package. In: COH2 Balance |
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