Quite honestly I think it is in a good spot. Light vehicles cannot really scale into the late game due to the fact tanks would pretty much crush them.
Hopeful not to derail the topic, it is better the than the WC51 truck
HP:
M3A1:200
WC51:180
DPS far/near:
M3A1 front: 4.12 / 16.39
M3A1 rear: 6.97 / 18.17 (yes, the rear has more dps)
WC51: 2.87 / 11.74
Armor:
M3A1: 5.4
WC51: 5.2
Cost:
M3A1: 190, 15
WC51: 240, 20
source: http://www.stat.coh2.hu/
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Post History of Angrade (Ægion)
Thread: M3A1 Scout car9 May 2016, 10:49 AM
In: COH2 Balance |
Thread: US need help.8 May 2016, 13:23 PM
I would disagree. (have not watched the replay) Making rear echelons with M2 flamethrowers non doctrinal is a bad idea. Riflemen are already the most adaptable infantry in the game with their smoke grenade. rear echelons can just walk up to a building and burn the crew too easily. This is where the new mortar comes in. Riflemen and rear echelons can also be equipped with bazookas to push back medium and light vehicles. Other riflemen can be equipped with bars to more than crush okw obersoldaten. The buff to the HMG can now make it fight against light vechicals. Two jacksons (still cheaper than a king) can kite all day against a king. Here is my doctrinal advice. M1919 can rip apart squads Mechanized Doc Okw still is weak to the Wc51 truck. In the preview they still need to build a HQ before they get panzerfausts. These trucks can hunt down the halftracks and destroy them or push okw out of sectors such as fuel. Once you see a built truck or a panzerscheck, withdraw and refit. Now you can get out some Stuarts and withdraw and refit to Jacksons Rifle company does have the flamethrowers you want White phosphorus is still good Easy Eights are good force other tanks to be built other than saving up for a king In: COH2 Balance |
Thread: which doctrins do you pick..?8 May 2016, 10:55 AM
For me, I really tend to play different. 1. Storm doctrine -Camo (really nice for panzergrends and HMG) -Regal AT mine (secretly will get buff since AT mines cant destroy engines and this mine de-tread) -Tactical Movement (sprint for all panzergrends) -10.5 cm Artillery (Good against emplacements, blobs, and attrition) -Stuka (counter arty, emplacements) 2. Encirclement for comeback or knockout (shares bulletins with panzergrends) 3. Fortified armor doctrine (what is better that your own bofors) In: COH2 Gameplay |
Thread: Swap units between USF tech tiers1 May 2016, 11:23 AM
In the upcoming patch notes, the M2b MG will get a pen buff from 3 to 9 and ap rounds. This will it to allow fighting light vehicles such as the 222. In: COH2 Balance |
Thread: No connection and eternal download 11.5MB after verify files29 Apr 2016, 10:35 AM
There is a Windows 10 thread here https://community.companyofheroes.com/discussion/197443/windows-10-issues. Maybe this can help? In: COH2 Bugs |
Thread: ESL Open Cup 3rd Place Match.26 Apr 2016, 09:29 AM
In: Replays |
Thread: Brit Players Opinions Wanted: Early Game13 Apr 2016, 21:12 PM
5 man squad upgrade gives a 25% potential fire power to your Infantry Sections. It costs 35 fuel, and 100 manpower. This powerful, permanent upgrade enables you win out almost any engagement vs standard infantry (not sure exactly between grens mg 42 vs 5 man). While you spend fuel, you can "afford" another squad of Infantry section, or get a forward HQ, or get that much need early at gun because you are not spending it on a bofors. A early 5 man squad upgrade, allows you to be the aggressor and not be on the defense. Additionally how the vet 3 scope rifles bug is, your infantry do not really need Brens or vickers lmgs to fight in the late game since they are lethal at all stages. In: COH2 Gameplay |
Thread: current state of wermacht g43?9 Apr 2016, 00:59 AM
Why, do people think G43's are bad on Panzergrenadiers? They increase mid and almost double long range damage, and has better move accuracy. You are able to move in closer while still dishing out a large amount of damage. Personally, I have had a G43 PG beat two Rifles at long range, all in light cover. STG 44 close :15.78 STG 44 Far: 1.86 G43 close: 14.73 G43: 3.26 Grenadier's MG 42 Close: 7.66 Far: 7.19 With the 2 G43s on PG you are almost doing as much damage as grenadier with a mg 42. Not only G43s are cheaper they can move and shoot, so in my opinion they are better than mg 42. Source: http://www.stat.coh2.hu/squad.php?filename=panzer_grenadier_squad_mp http://www.stat.coh2.hu/squad.php?filename=grenadier_squad_mp In: COH2 Gameplay |
Thread: So penal is underpowered? or others are overpowered?1 Apr 2016, 16:19 PM
Here is my problem. People have been asking for a recviced acc. buff in vet. This would make them very similar to the old rifle company. I was not a fan of that type of strong infantry, since it nulls your opponents cover bonus as your standard infantry force. Here is my food for thought. Why not switch the places of guards and penals. Make the requested buff penals as a doctrine unit and make guards at the t1 and are available once you build the t2 or t3. Have available upgrades of 2 ptrs, 2 dps, or an assualt package of 3 semi-autos and 3 ppsh. In: COH2 Balance |
Thread: Team weapon wrecking by tanks20 Mar 2016, 18:12 PM
Here is my tip, get in close. The accuracy of the tank increases and able to kill quickly. In: COH2 Balance |
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