Mechanized company nerfed. Ostruppen got banned from 1v1 Tournament.
Legit
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Having trouble destroying immobile objects?
that imobile object had more armor, HP and 60 range, can get out huldown mode without pios. good luck trade shot with your alies TD. Indirect fire can hit 1 or 2 hit but it can redeloy to better location too |
M8 scott, Pathfinder even Jdpanzer 4 thread have a same problem:
- IS this unit OP when it stand alone ?
- Is it OP due to the combination with another unit ? Why and proof ?
- Is it OP because of the natural invironment (1v1, 2v2, 3v3, 4v4), teamwork, L2P, player habits and the stat go with it ?
- Is it breaking faction core design, game design like.. ahem, OPtruppen... ?
- IS there any Static number, correct data about how OP it is ?.
- Solution and shit happen before and after the buff, nerf, changing ?.
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"- get a little buff after an overnerf. Now, people gone wild because of this ?... Like, wtf ?.
Are there any new about Path + scott from the past and today ? No. It always the same."
I wrote this not for fun. How about dealing with OLD day scout with 60 range autofire, can loop shield over shotblocker and do 100 dmg barrage instead of 80 dmg ?.
Yet It still combine with path like today !!!. You cry a shit out when dealing with weaker scott and balanced path. How about Chad OP scott with old Path ?
Let me told you something funny. During Winter balance patch, Alot of good player complained about how OVernerf of M8 scott and demand M8 needed to be a barrage only unit. At summer patch the balance team gave a fucking little buff as a bandage.
Good god of USD, now it become OP ?. Changing 0.1 is so big, right ? |
Basically compared to Winter patch we have now
Auto-fire range from 60 to 50
HE Barrage scatter max from 10 to 7
HE Barrage Damage from 100 to 80
HE Barrage AOE damage from 1/0.25/0.1 to 0.75/0.4/0.3
HE Barrage AOE distance from 1/2/3 to 0.75/2/5
HE Barrage Angle scatter from 7 to 6
HE Barrage shell count from 4 to 5
HE Barrage reload from 2.75/2.9 to 1.75/2.9
Damage modifier against garrisons increased from 0.25 to 0.5
That mean it hit unit inside building harder, not in green/yellow cover harder you fool.
and from 0.2 to 0.3, 0.4 to 0.5. Everything stay in barrage which was harmless to inf blob, weapon spam and you think this is OP ? |
from Winter Balance Patch - Feb 26th 2021:
Auto-fire range from 60 to 50
HE Barrage scatter max from 10 to 7
HE Barrage Damage from 100 to 80
HE Barrage AOE damage from 1/0.25/0.1 to 0.75/0.4/0.2
HE Barrage AOE distance from 1/2/3 to 0.75/2/4
HE Barrage Angle scatter from 7 to 6
HE Barrage shell count from 4 to 5
HE Barrage reload from 2.75/2.9 to 1.75/2.9
Barrage shells now use mortar explosion effects to distinguish them from auto-fire rounds.
Veterancy 2 scatter bonus now applies to the barrage instead of the unit's autofire
Smoke no longer shares a cooldown with the main barrage
Human Crush removed
To Summer balance patch - Sept 9th 2021:
The M8A1 has received boosts to its barrage's far AOE. This change increases the AOE radius and reduces the damage drop-off from 16 to 24.
Barrage AOE radius from 4 to 5
Barrage AOE Far damage from 0.2 to 0.3
Damage modifier against garrisons increased from 0.25 to 0.5
- get a little buff after an overnerf. Now, people gone wild because of this ?... Like, wtf ?.
Are there any new about Path + scott from the past and today ? No. It always the same. |
* Sigh
Could people in this thread give a a good reason why this combine arm OP?.
Have you ever complain about Scott + path stat from pre Winter Balance Patch - February 26th 2021 to post patch ?
Or all of us just ranting because Helping Hand, Elpern team raped people by using one the oldest stat of USF on 4v4 tournament?. |
I never said that Paths are OP, I said that Scott + Paths is a cheesy strat. Please, read carefully
but this topic is about Path + Scott. So yeah, path + scott already in game for tooooooo long. But now peole complain it OP ? |
Pathfinders - cheaper, come out slightly earlier, has 2 snipe carbines, but has substantially worse snipe HP requirement (32hp vs 60hp). Can be equipped with BARs. The only OP bs that they had (instant arty) was nerfed few patches ago.
JLI - have better snipe, substantially more durable in infantry firefights (RA comparable to Panzer Grenadier's), especially with vet, have more reliable snipe, have first strike ability (or whatever the ability called, when axis unit gets accuracy bonus coming out from camo), need initial muni investment to operate, has sprint and boobytraps.
If I had to choose between those 2 I would have chosen JLIs, because it is a better combat unit overall, despite it is a more expensive unit out of those 2.
USF Pathfinders are balanced, especially if JLIs are.
hey guy, come back here |
the is the most cancerous strat in terms of scout + indirect. Completely breaks 2v2 and enables people climb the ladder just with those. If i find any cast or replay probably will post in the Scott thread.
ok, now I give you on example of how stupid people is. Cant dealing with one of the oldest USF stat and complain OP. This is Nerfed Scott ( 3 patches ago ).
Actually, Axis side was pretty good until they made some critical mistake.
https://www.coh2.org/topic/108716/usf-pathfinders-need-to-be-balanced |