Panther is fine. Vs Brits go t3 for the DPS of stugs versus slow, armoured Churchill's. VS USF go panther as they have nothing that can safely chase it.
VS soviets wait til you see their doctrine then counterpick t3 or t4.
USF has a real problem with the panther. They can force it off the field but chasing one down and actually killing it is suicide. Then it returns with vet.
Brummbar does need a look at, but I don't want another t4 squad wipe machine.
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Thread: Ostheer Panther/T4 is Overpriced/Underwhelming27 Oct 2015, 11:40 AM
In: COH2 Balance |
Thread: KV1 / KV2 are completely outclassed by british Tanks26 Oct 2015, 10:21 AM
+1 to the OP. Sovs really need a commsnder overhaul, but its probably filed away in relics to-do list after fix war spoils. So probably never. It's also a fine line to tread, as non-tech call ins are easy to abuse, and any allied tank capable of bouncing a shot often gets called out as OP. Also @rollo stand firm I'd rather see that than yet another wehraboo tank picture sig In: COH2 Balance |
Thread: Soviet tier 121 Oct 2015, 14:23 PM
Was trying to give some background as to why I thought t1 needed a change, and what led me to my proposed solution. This is a soviet t1 discussion no? I agree though, your proposed changes would make a nice impact - sniper cloak change is a no brainer, and giving penals their role back would be good even if it's niche. I just think that t1 could be used to fix the early game call in meta and gaps in soviet base army. It would be a more radical change but better for the game. If sovs always had access to elite infantry at t1 it would make a lot more commanders viable. At the same time it would reduce the ability of soviets to spam conscripts or maxims into shocks as you could no longer call them in free of tech charge. Perhaps adding shocks to t1 is a bit far, but I'd argue that it wouldn't be as bad as you'd think - first you'd sacrifice capping and manpower to build the rifle command, then you'd have to pay the pretty significant cost of the unit, adding up easily to one less squad of conscripts on the field in the early game. The sov player would also be vulnerable to a 222 rush requiring made tech and mine spend. You could even reduce the shock squad size to 5 men to make sniper a better counter at t1, and reflect the more elite nature of the squad. I just don't think penals will ever be attractive as a choice when ultimately conscripts can do their job on the cheap. Ignoring all my shocks t1 fantasising I'd just add guards to t1, make them buy their ptrs, and be done with it. In: COH2 Balance |
Thread: Soviet tier 121 Oct 2015, 10:01 AM
Problem is half of those things are doctrinal. Without doctrinal the list stands at (Conscripts without ppsh) M3 Maxim At gun T70 M5 Suchka Katty I'd argue mortar and su-85 could be added, with t-70 and katy needing minor buffs - t-70 to Stuart HP, katy revert aoe nerfs. Of that list it's clear t1 has only the m3 as viable, which is viable only for the first half of the game. T1 is a victim of the flawed design of the game on release - they wanted to have a similar matchup to wmq and barracks from vcoh, but had to reinvent because reasons. Jeep became m3 with the ability to carry troops meant to be useful with the blizzard and deep snow mechanics. Rifles became t0 conscripts (really hate t0 "no decision necessary" access to basic inf), penals were put in instead. I've never liked penals, if I want ff I go engies, they have no late game upgrade and basically offer worse utility than conscripts. The only good thing added was sniper, but sniper has fallen out of favour. They need to give t1 a useful core unit. A lot of people wanted penals removed and guards to be t1, but after the big sov tech reshuffle t3-t4 this died down a bit. I wouldn't want guards as they'd counter 222 too easily making t1 super strong. I'd love shocks to be added to t1, or at least some more utility such as ppsh upgrade available to conscripts at t1. Edit autocorrect hates conscripts In: COH2 Balance |
Thread: Why flamethrower on Strumpios?19 Oct 2015, 09:33 AM
What's weird is unlike USF, OKW isn't a faction with 1 mainline infantry and nothing else, but people still want to play them as USF. +1. Volks are very good for how cheap they are, idk why people insist they must perform at rifle/gren level. For AI OKW have 2 other types of non-doc infantry. USF got rifles and REs, that's it. In: COH2 Balance |
Thread: M26 Pershing performance discussion 16 Oct 2015, 14:42 PM
Since there is no info at all on it right now try looking at the coh1 implementation. Roughly equal to a tiger, 1 available, much better than a panther. Though panthers in coh2 are much stronger than coh1 I expect this to still be true for the coh2 persh. In: COH2 Gameplay |
Thread: Is USF punishing to play still?14 Oct 2015, 10:24 AM
I wouldn't say up, but yes still micro-intensive. Their whole early game revolves around microing multiple infantry squads in co-ordinated pushes, as opposed to the 'hold and manouver' axis early game. Do it well and you reap the rewards. There are a lot of quality of life things that you have to be mindful of - weird access to mines, walking back to weapon racks, 'finicky' Sherman smoke, paying munis every engagement, but that's just something to get used to and it's getting easier all the time. The main gripes I have with USF are that I find myself paying fuel for units I need to keep pace which very quickly become obsolete. Fuel spend for other factions carries through to late game better - for example su-76 or quad aa - whereas if you want a Stuart or AA ht late game you have to put more effort into microing them than you get reward out. That's personal opinion though. Faction gaps are also a bit annoying - Lack of turtle breaking indirect fire is a big problem in 2v2 up, but its livable with ATM. The mg is also (personal opinion) a bit pants. They have no medium tank destroyer - only the "heavy" tank destroyer Jackson with the armour and HP pool of a t3. It's potent but requires micro, and I have serious reservations about how USF can effectively kill panthers. The faction mostly works though. They are my absolute favourite faction, and don't require that good micro to be played at a reasonable level. To be great at them yes, it's micro heavy, but I'd argue to be great at any faction you need good micro. In: Lobby |
Thread: Using the Thompson Upgrade13 Oct 2015, 09:05 AM
Check out my "Hell on Wheels" guide for tips on how to use Thompsons and Armor Company. To people reading this thread; see above. Wrote this thread back in April and a lot has changed to the meta and infantry stats since then. Key concept still holds true - if you spam out combat engys and RE's and rush for light vehicles, you'll find yourself with a lot of fragile vehicles and unupgraded RE's. Switching your crews out and giving them Thompsons acts as a neat stop-gap assault force that fixes your vehicles double quick. The main advantage of this was letting you skip spending fuel on the bar rack before the two racks were combined, allowing more light vehicles and so more crews. |
Thread: Partisans as of 10/11/201511 Oct 2015, 20:23 PM
The new AI partisans are very nice. Perfect for popping out and taking out a lone capping squad, but vs anything more than a single enemy they will suffer. 1 on 1 they can take on most axis units at close range. I've had a squad wipe some falls at close range, and they're very nice at forcing grens off the field. I generally use them as expendable squads, when you are down to 1 man, the enemy is down to 2 and they see you not retreat it can make them jumpy and retreat their squad prematurely. The camo is fantastic - cap a sector away from the fighting and sit in some cover nearby on hold fire, chuck nade at capping squad then uncloak. Good for a lot of wipes. Also popping them out and cloaking them on sniper retreat paths, along with anti vehicle partisans. Such good fun. In: COH2 Gameplay |
Thread: Axis having access to British commander7 Oct 2015, 20:54 PM
Couldn't find a post on this unless i'm being really dumb - thought someone would have spotted this as it's such a huge one. Just played a game where one of the enemy players had access to the British Vanguard Commander units - As Axis. Axis player had Vanguard in automatch. He called in logistics glider, had the airlanding officer, typhoon call in, and the churchill crocodile. Replay linked: http://www.coh2.org/replay/42540/player-has-brit-stuff In: COH2 Bugs |
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