Because you won't spend 750 MP in one go. 50 MP is a quasi price. If any sort of bunker had a 50 MP cost, I'd spam it. Especially in teamgames. I won't build 10 rear echelons to build 10 bunkers at once. Do you see the point or are you daft to counter-arguments?
I wouldn't expect an argument, as demonstrated endlessly. Back on topic: Even with a cost of 50MP it would be spammed, even just to block pathfinding for vehicles. Free-ish bunkers in their current state are a no-no, perhaps with a much longer build time they might be somewhat acceptable. I'd rather have sandbags on Grens. |
Yeah, I'd spam 0 MP bunker everywhere, at every hotspot and retreat path just to mess up infantry and vehicle pathfinding. Not a great plan. |
Play as a team?
That's a bit rude, the guy is trying to play as a team.
There is a brilliant CoH2.org discord, join it, and make good friends and teammates there. It's super useful!
https://www.discord.gg/coh2org
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ATG do not need first strike bonuses from that start. Simply sight bonuses and rotation bonuses are good enough since they can help prepare better an "ambush".
The RW vet bonuses need be looked at because vet 1 is simply not used
That is wrong, in 2on2s, it is used regularly by my fixed team member, or even random OKW team member as good as all the time. It is a fantastic ability which is often seen in ranked games. Perhaps it is less popular in your 4on4 games, but it is not a reason to conclude that "it is not simply not used".
RW cloak was no fun when it was unvetted. Keep it vetted, as it promotes good play. |
And in all that, these valid and logical arguments conclude that undeniably, OST has the cheapest mainline. It's universally true. Conclusively, it would nice, and less off-topic, if people stop repeating the opposite in every thread. |
Unupgraded Penals can chase as well and kill units on retreat. There is not much difference as killing retreating units is so depending on situations. Of course bundle grenade has the potential that some others don't, but I have got units wiped by commando grenades, satchels, normal grenades on retreat. Those kind of unit wipes depend on player skill and good timing nothing to do with is it too powerful.
It also depends on maps, but with a bit of experience and skill, you get to know the retreat path of hotspots really well, and you can anticipate where to put the PG and/or use the nade to get as many retreat wipes as possible. Hannibal is right, PGrens are extremely good at chasing and retreat kills. Retreat kills also work well with the rest of the OST lineup, it's not just a matter of raw stats. Commandos are deadlier for retreat wipes tho, but UKF tends to use them less. |
In the June 21 patch before M36 for it HP increased it had it acceleration increased to 3 as bandaid
"M36 Jackson
Developer Comments: Increased LOS to allow the M36 to better kite, locate and hunt enemy armor without boosting its firepower any further.
...
Tank acceleration increased from 2.5 to 3
...
Since firepower and HP have been increased one should revert this change.
It is worth mentioning that the patch Vipper is referring to has been released in 2016, and that major balance modification has been added to the game, and that the game has been through endless patches since. Interestingly, it was deemed important to state which month the patch was released but not which year. Please add which year the patch has been released to ensure that nobody gets accidentally mislead thinking that it was a recent change. That patch has also worked on tirelessly with Relic and with members of the community and I would not disrepectfully call Relic's Developer changes "bandaids".
Your developer comment is almost five years old. You would have to revert a lot of other things too if you insist on that change.
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An okw player has little reason to go JP if his facing allied mediums, since it cost is much higher then them and PzIV J is good enough with a similar and with AI.
You are substantially wrong. A good player uses the JP4 to hard counter Allies mediums and TDs hard. It has a low target size, a high rate of fire, and more than enough penetration to take care of most allied vehicles. It is the solution against these pesky USF Jacksons. The JP4 vet bonus are fantastic. I see a lot of JP4s in 2on2+ games, more than OKW P4s, even more JP4s in narrow and long maps.
Is your solution would be to buff other allies or axis vehicles? Is that how I read it? Or why did you bring that subject up? |
I cannot reproduce these bugs on my computer. Can you elicit the steps you took to get to these bugs? |
you can find the stat here:
https://coh2.serealia.ca/
Although I am not sure why you want to compare a unit that has gained 7.180 XP with one that has gained almost twice as that 14.298
You often compare units with Vet0/Vet3/Vet5 in your other posts. What about you kindly provide the stats consistently instead of deflecting? That would avoid a lot of troubles for comparing the numbers that you presented. |