That hardly matters. You don't win the game only by killing the enemy units, you win it by effectively neutralising them so they can't bother your own units. Which the JP4 is excellent for.
It does matter.
In addition the JP4 cost about the same (or even more) then most allied TDs, has about the same XP value (or even more), has about the same Pop (or even more) when most counters are cheaper.
In sort it a huge investment that might or might not work while still one need to win the infatry fight.
If it was a truly "excellent" choice I would expect to be used more.
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It comfortably beats the Jackson and the Firefly due to its vastly superior (effective) DPM and its accuracy advantage, and versing the SU-85 is an even fight until it gets its camo and 800 hp at vet 2, after which it also beats that one. TLDR the Jagdpanzer is an excellent counter to Allied TDs.
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My point is that it can beat them in slug fight but chasing them to killing them in game is another story.
Axis do have options, it's just that Ele and JT are the safest and most efficient ones.
Yes this accurate and actually close to my pointed I simply worded it differently (worse) be more inline with what I responding to.
A JP4 can't get zoned by Allied TDs because they have the same range. And the only unit that can get away quickly is the Jackson. The moment of surprise will give you enough of a headstart already that the SU85 takes a long time to break even and get away.
The comment was the other way round. JP can keep allied TDs at distance but it has hard time actually killing them due to difference in mobility. |
Panther is strong in team games. And OKW has the JP4 that is tailored towards countering TDs.
But some of the heavy tanks are still a mess right know, in 3v3+ it's Elefant, JT and ISU all day every day.
It was direct response to a quote,an analogy. The situation of Soviet vs Elefant/JT is similar to Axis vs allied TDs.
As for JP4 it can zoned allied TDs but taking them is another story.
As long as Allied TDs are so cost efficient Elefant and JT will also need to be strong.
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While you are not wrong, the issue is that soviet don't really have any other answer to elefants and JTs. Heavy tanks can be gunned down by SU85s but the case mates are a lil tougher to go nose to nose. Without some reliable tool to flank they are helpless against them
While you are not wrong, the axis don't really have any other answer to Allied TDs than Elefants and JTs. |
Imo:
1) CD should be increased. Abilities with long duration should have a CD that start from the end of the ability instead of of beginning. Same goes for arty flares available to same commander.
2) Commander abilities that increase the speed of unit during combat should be removed since the increase the chance of wipes. The ability could provide speed boost that would be stop once the unit engaged in combat.
(passive sprint and active sprint for HMG should also be removed)
3) Ability could be changes so that unit start appearing in the map once they close a certain distance (20?) That would allow user to detect the unit earlier.
If one goes of redesign one could go a little further allowing a player to build Conscript/Riflemen/Tommie with an ability to become neutral (appear as friendly in enemy tec map) for a limited time or until he open fire.
That would be a historically accurate and reference to Operation Greif. |
1-
https://www.coh2.org/news/102660/world-championship-match-stats
2- Not sure if there are stats for WC2020. The claims comes from both, multiple champion and current best player Isildur and one of the staples UKF players Ashaboy. Someone who has won tournaments this year with UKF (one if not the best UKF player) and brought it to (semis? Q?) this year to WC2020 is telling you that it's not worth playing the current preview version of UKF on 1v1 at all.
I am not sure what you are arguing here.
My point here is that UKF did not "pummelled in the win rates for this particular 1vs1 tournament" the performance was close with WC 2019 and WC 2020. |
Absolutely, but that's the extreme minority. People can have different opinions about what is the best solution/approach but i don't think anyone can discuss that people like Sanders or MrSmith know about the game.
I think at this point we are only discussing about the existence of exceptions rather than the sheer effectiveness of a generalisation.
I am simply pointing out that rank is not really related quality of posts.
One can become top 10 with ever using an ability or unit that is not meta.
One can be equally biased regardless of if he rank 10 or 10.000.
One can be equally toxic regardless of if he rank 10 or 10.000.
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Still the feedback they can provide is infinitely more useful. They don't need to know the solution to the problem, rather than identifying or presenting it.
I seriously doubt that, since most of the feedback by players including top one has to do with meta units and abilities.
People who make MODs can provide a extremely useful feedback and identify issue easier. Each approach is better at certain areas and none is completely superior to other. |
I still really don't understand why Lelic don't loosen the Balans team's leash a bit more, and let them push their own patches rather than having to be seemingly approved and done through a Lelic staffer.
What are they so afraid of?
COH2 is a very complicated ecosystem and trying to fix many thing at the same time does not really work.
Relic is correct in setting up a scope and limiting changes in specific area (in this case stock units) at a time. |
They did worse. 25% > 23%
The sample is too small to make that claim and depend which tournament you are comparing with.
Do you have the stat from WC2020?
And the problem is that it goes beyond the performance of the players. I think there's a difference between player preference and directly someone who mains a specific faction deciding to drop it all together.
That does not mean the did better before the preview patch.
Yep. Infantry Sections are the equivalent to resource handicap for OKW.
Glad to see that we agree about a new desing. |