I just wanna point out that besides the ongoing penals vs JLI comparison there’s another comparison that should be taken into account.
When compared to the only other similar squad in the game (pathfinders) JLIs are straight up way better. Their sniper rifle is more accurate and crits at almost double the hp, which more than makes up for the fact that they only have 1 as opposed to paths’ 2, and they also have sprint, a fairly cheap (40 muni IIRC) and very effective booby trap (is it still supposed to kill as many models as possible? I had thought they were going to cap it at 2-3 models like mines or something for whatever reason) and an ambush camo first strike bonus. Pathfinders can make beacons. Paths are also more expensive initially for some reason. The only things paths have going for them are access to BARs and being 0cp.
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Post History of LoopDloop
Thread: Increase light jaegars price25 Dec 2018, 19:27 PM
In: COH2 Balance |
Thread: COMMANDER REVAMP LIVE - BUG REPORTING25 Dec 2018, 19:19 PM
Smoke launchers and recon mode on 6pdr XD In: Lobby |
Thread: Wehr is OP now25 Dec 2018, 19:16 PM
Definitely an l2p issue. Instead of blaming losses on things out of your control, focus on the factors that you can control (your own play). You aren’t going to get better if you keep repeating “this is OP game is broken” like a broken record, especially when you’re wrong. In: COH2 Balance |
Thread: I don't know what to do with Stuart25 Dec 2018, 19:11 PM
Ive actually believed the stuart is disliked because of how much of a generalist it is. Yeah I find that it’s passable at doing pretty much everything and excels at nothing particularly, which IMO still makes it worth building. Just the ability to push off capping squads in the lategame is honestly pretty nice, especially considering that it can even get away pretty easily if tanks come after it. Stun shot and engine shot are also pretty useful sometimes in the lategame even against real tanks. It does seem a lot more consistent at hitting shots on the move than a lot of other light vehicles though, especially the AEC, and I really find myself appreciating that as a longtime AEC user. In: COH2 Balance |
Thread: OKW's 221 is too weak for its 20 fuel cost23 Dec 2018, 22:21 PM
Turret is still a turret. Useful for if you're flanking a position (say, an mg or infantry in cover) and then don't have to waste time turning. There's more things the 221 can fight than the m3. The point is the 221 has the potential to be a 223 and have all the utility associated. It's not a 223, but it can be made into a 223 and thus that potential should be taken into account. A loaded m3 is better against retreating squads for sure, but at the same time that also means that you have a squad in there. The fact that it can do that is an advantage though. The 221 is still quite good against retreating infantry, especially since it seems a bit more manueverable and has a turret but it does obviously lack the firepower that you could have with the m3. If you want to expand that comparison to making the m3 into the exact same as the 221 (in addition to medical supplies having a turret, the mg42 on top, the ability to upgrade to be a cahce and have smokes) then hell yeah, let me have that. Sure, it'd be a tradeoff, but I freakin love the 221. In: COH2 Balance |
Thread: Why do 5 man grens get an RA bonus?23 Dec 2018, 20:24 PM
Grenades, rocket arty, and vehicle based explosive shells (like HE Shermans, scotts, t34/85s and comets/Churchills, heavy tanks etc.). They’re still 30 per man to reinforce and you don’t have to suppress them if they’re dead. Grenades are pretty hard to dodge with an entire blob, especially if you throw a couple and try to overtax his micro. In: COH2 Balance |
Thread: Lets talk about the 76 Shermans23 Dec 2018, 20:20 PM
HVAP seems to do a great job against panthers from my experience and normal rounds seem to be able to take on anything less armored, I don’t know about KTs yet as I have yet to go up against one though. When you get 2-3 of them they also do a very good job for an at focused tank against infantry. Nothing like an HE sherman, but they seem pretty able to snipe individual infantrymen and their high firerate (esp. with radio intercept). I’d still rather use these against infantry than Cromwells or t34/76s even, and their at is much better. |
Thread: Why are 1v1 games only axis vs allies?23 Dec 2018, 05:06 AM
It's possible in customs, but if they implemented it in Automatch they'd be balancing fifteen matchups instead of six. That's pretty much why. Allies vs allies or axis vs axis is so wonky, if you've ever tried it. In: Lobby |
Thread: OKW's 221 is too weak for its 20 fuel cost23 Dec 2018, 05:05 AM
221 is turreted reeeeeeeee. In all seriousness that seems to help with flanking and hunting down infantry though, and it has much better utility later, bringing in more resources and all that. Also, 1v1 vehicle vs vehicle dps battle tests aren't a great indicator of how good a vehicle is either, because it leaves out all other potential factors. By that metric the stug is a god among medium tanks lol (if medium tank is defined as tanks that die in 4 hits/have 640hp or whatever). In: COH2 Balance |
Thread: COMMANDER REVAMP LIVE - BUG REPORTING23 Dec 2018, 04:08 AM
Is the valentine still supposed to be 12 pop? Cuz it's still 12 pop. In: Lobby |
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