Just pointing out Katitof isn’t necessarily up to date on the state of 1v1s with a statement like he made.
Well everyone should know that right? Kappa |
https://www.coh2.org/replay/81049/playing-okw-against-sov-increases-blood-pressure
Armored Assault is one of the most popular Sov commanders currently.
IS2 is used a lot, probably saw play in GCS last weekend but I didn't watch every game.
I think the IS2 is used more due to axis TDs lacking pen rather than the IS2 being good.... That and the possibility it can RNG wipe squads. |
If fighting sov (penals) tell him that satchels dont follow that rule and will ruin your day
Oh yeah that too |
Was doing automatch earlier today and ran into this possibly unintended bug.
It was my understanding that inorder to gain the penal sticky AT satchel you needed to purchase the PTRS upgrade package available. However if a penal picks up a single dropped PTRS, they gain the ability without ever purchasing the package.
For example, a guard squad drops one of their PTRS on retreat and it is reclaimed by a penal. The penal now has 5 SVTs, a PTRS, as well as the sticky AT satchel. Unsure if this is a bug or intended. |
Always have been. They're better vs OKW than Ostheer though due to the effectiveness and low price of the StuG compared to the JP4. Futhermore pak guns vs raketens. Raks can get wiped fairly easily with the grenade ability and paks have TWP.
They will decimate p4s, and go toe-to-toe with panthers. You also don't really need to worry about panthers so much, since the panther can't deal enough DPS inorder to deal with the massive HP pool.
Get a firefly behind them. Ruin somebodies day with that. |
I like all the changes except for the right fuel moving closer to the garrisons. I think it would be too easy for the northern player to hold the southern most garrison, cover the munitions, fuel, VP and a large portion of the right side of the map because of it.
For the last point on why the southern points feel messy is due to the requirement of connecting territory is non linear. Most players go for the cutoff immediatly, but that doesn't connect to the base sector.
EDIT: Furthermore on the deep north right strategic point shot, the territory to the right of there does not see a lot of play correct. For the northern player there is a fence near the vehicle entrance on that side which inhibits infantry movements (without micro because of vaulting). Removing that could potentially open that deep territory a bit more. For the southern player, there is simply no reason to go there. There is no cover to sit behind, and you're only protecting 1 strategic point and with the fence currently there your opponet will most likely not push from that deep right. |
I'd actually favor this option, though I'd tweak it.
Third upgrade would be Tank Hunter Package, includes 2x Boys AT rifles, HEAT grenade, (tracking). Give it a 60MU cost and call it a day.
Of course buffs or adjustments for preexisting units and weapons wouldn't be out of line.
As for a replacement in Special Weapons, perhaps we can give upgraded IS further utility, such as Button Vehicle (Bren) or Camouflage (PIAT/Boys)
I like this idea, but would further IS spam, and futher make pyrotechnics obsolete. |
Just reinforce what needs to be done ingame. If he's camping a point, tell him to move up and set up a farther camp. If you need t34/85s, ask him if he's floating and can build something of value.
Don't persuade, direct.
Educate him about pushing your advantage and engine damage critical percentages. For light, 1 snare = engine damage. Mediums = 2 is a good rule of thumb, and for heavies 3 usually. That may give him some reassurance if he has a medium tank and is being scared away at full HP from a single snare. |
I like how the sherman AP has more AoE than the cromwell round XD |
Its a good idea, but how much work needs to be done so that the maps are balanced? |