Well, it does fire a massive shell. It's slow and clumsy to use, thats compensated with the wipe shot.
Wiping in one shot is generally not a good design.
Thread: Mod Release, Design and Live Fixes and Issues25 Jun 2020, 01:18 AM
Wiping in one shot is generally not a good design. In: COH2 Balance |
Thread: Adding a spotter to the StuG 324 Jun 2020, 12:16 PM
As far as I can tell, that hatch does not open. |
Thread: Mod Release, Design and Live Fixes and Issues23 Jun 2020, 14:01 PM
It's your dream of course but I also don't like the auto fire stumtiger. Perhaps altering it's profile so it's OHK is reasonable (something like the various 15cm guns in the game) with a wide AOE that damages and perhaps applies a stun or suppression on infantry. Then it's a blob stopper instead of a simple game changer. It would still require support to do more than force a big retreat. To be fair the modded one is just a less micro intensive and more consistent version. It still takes time to aim and can not fire on the move but easy to track units. It has a higher rate of fire but deals less damage. It will still deal with blobs but very well as well it is able to support armor. In comparison to the abilities it is just a right click like repairing but with a long 22 second cooldown. The health and the stun could be looked at. It still generally retains the fighting capability vs infantry. It is slightly more powerful than the brummbar 15cm but does not wipe at full health in general. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues23 Jun 2020, 13:26 PM
Not everything should auto-fire in this game, why not swap the sturmtiger with a brummbar if that is the result you're looking for? I would rather not have more doctrines to use more Ostheer equipment, hence why I replaced the Tiger and 221. And maybe soon, the Ostwind will go. The current Sturmtiger is not very useful in general. Any buff would be a wipe machine which is not good. While the mod version is alike to the brummbar, the performance is very different. The vehicle stunning is probably first to go. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues23 Jun 2020, 12:32 PM
Small update Tweaked infantry sections With their ability to build sandbags, they have been reworked to be around a target size of 1. They should function similarly to standard volks. This should make A move blobs and units more vulnerable with out access to cover. Their cover bonus is no longer a debuff system and now a buff system. They only gain their cover bonus system when stationary, in cover, and require vet 1. Icons depict this. Infiltration Commandos Now spawn out at a full 5 man squad. They temporally gain a damage debuff. After 15 seconds they gain full damage. This is noted by the type of SMG. They start out as un-suppress then gain the suppress. SturmTiger Like the AVRE it has been reworked to an auto attack. It still may require adjustments. Range is a staggering 60. Damage is reduced to 240 from 580 and retains suppression/vehicle stun. Fires every 22 seconds and has a hold fire state. Animations fully working! Sometimes I feel like I am banging my head against the wall. In: COH2 Balance |
Thread: Sturmtiger vs AVRE - in a very good spot right now?22 Jun 2020, 14:11 PM
Personally, I would like to see a rework of these units. The AVRE could easily be reworked to function like a brummbar, auto attack and less lethal per shot. It would probably be more lethal with constant pressure. The Sturm tiger I am not so sure how exactly. In: COH2 Gameplay |
Thread: UTT2 stats 22 Jun 2020, 13:57 PM
The games had a huge lack of versatility. I swear the games I saw played in the same way by different players. It was nearly always conscripts and infantry sections into universal carrier vs volks and MG 42 in grens. It was nearly always 222 to rush the universal carrier which causes AEC which causes Puma then the t70 arrives which uses the space from the AEC to do work. If the Puma was available to the Ostheer player non doctrinally, then the OKW player could go for T1 HQ and use the lower fuel costs to focus on a panzer 4. In: Lobby |
Thread: UTT2 stats 22 Jun 2020, 13:40 PM
But it is, Lancaster's Law. The Soviet player save 160 manpower in the early game by not building t2 or t1. A soviet can build 2 conscript before the 1 minute mark while there is only 1 gren. The MG 42 is slow and cumbersome. It lacks the versatility of grens and should be optional, not mandatory. In: Lobby |
Thread: UTT2 stats 22 Jun 2020, 13:26 PM
The Puma is the most optimal counter. This tournament to me shows it was generally Ostheer player was lacking. They usually get swarmed so easily with out a non doc puma and no T0 grens. They generally put a heavy weight on their ally. Most of the games I see is that there was no early vickers nor any initial t1/t2 for soviets. In: Lobby |
Thread: Mod Release, Design and Live Fixes and Issues22 Jun 2020, 12:21 PM
Yes. It helps with fighting infantry, landing near for anti infantry support. Additionally it helps convey to players that this is meant to fight infantry rather than vehicles. In: COH2 Balance |
812 | |||||
18 | |||||
2 |