I put this in balance but I'm more just wanting to have a discussion than actually move towards asking for changes or anything like that.
Theoretically, mortars (and other mortar-y like indirect fire options) are meant to counter static play right? Or at least work in tandem with hmgs to suppress and then shell helpless infantry. So why are most of them (poor soviets) so freaking good at killing lots and lots of mainline infantry just on autofire? I think the worst offenders are of course the mortar pit (the worst the worst) and ostheer mortar, as they are both really accurate with a relatively high rate of fire (or really high for the pit) on autofire, but other options are still very lethal as well.
On top of this, they don't really require a lot of micro to kill stuff unless you're actually using them in their intended role, countering static play and other indirect fire, since most of them (rip usf) have pretty long autofire ranges and will usually be able to shell infantry on the front lines while still being very safe from said infantry.
I just kind of want to hear other people's views on these points, I'm not going on a witch hunt to nerf all indirect fire.
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Post History of LoopDloop
Thread: Mortars14 Aug 2017, 23:52 PM
In: COH2 Balance |
Thread: Buff the Storm Tiger pls!!!14 Aug 2017, 23:41 PM
Maybe a smaller lethal areas but a wider "damn that hurt" radius? Then only those outright nailed die but unless a squad is clumped behind cover they will make it out alive, if only barely. Wait doesn't that punish single squads even more and blobbing even less? In: COH2 Balance |
Thread: Help on how to play the US vs OKW matchup14 Aug 2017, 23:37 PM
Yeah that's the problem. You really have to catch the luchs out of position and hit it with an at nade, which usually isn't actually super hard as rifles are everywhere anyway. For some reason a lot of okw players get really greedy about trying to kill the m15 with their luchs and often badly overextend, especially if your riflemen and zooks are hidden behind a shotblocker. |
Thread: Help on how to play the US vs OKW matchup14 Aug 2017, 21:01 PM
That's true. Bazookas still usually force off luchs pretty easily though and the AAHT can even kill it if they're very careless. That's just my personal preference though. Sidenote: I remember this one time I called in the m3 in mechanized because I was rolling in manpower and stuck 2 REs with double zooks into it and chased down a luchs in it. It was pretty funny, but also very risky. |
Thread: Buff the Storm Tiger pls!!!14 Aug 2017, 20:59 PM
My point is that balance currently seems to go like this: A community figurehead will target something they don't like then garner support from the usual parrots, and we'll see patch notes/mod changes reflective of that. Those changes are usually over the top, and switch up meta only enough for another flavor of cheese to dominate, people get fed up with that - rinse repeat. One thing to note is that sometimes they nerf the over-the-top bullshit so people end up looking around for new over the top bullshit. Take dshkas for example. They weren't changed one bit in the patch that brought them into meta but suddenly everyone's using penals with lend lease because maxim got nerfed so cons maxim was no longer viable. What you say still has merit though, even taking the same example. Dshkas came into meta because maxims were over nerfed and as a result are not very viable. In: COH2 Balance |
Thread: about the okw le.ig 18 reinforce cost14 Aug 2017, 19:23 PM
25 is actually pretty expensive for support weapon reinforcing. Real problems with the isg exist, but they don't have to do with reinforce cost. For one thing, they have a really long range with vet (IIRC it's abnormaly long), which makes them easy to just put way back and let them autofire for the rest of the game. Also, the target size of all okw weapon crews is smaller than it should be, 1 instead of 1.25 like all other weapon crews. They also have the same dps as vanilla volks models (the ones with the rifles anyway) which is weird but not that big a deal. In: COH2 Balance |
Thread: JT/elefant (heavy TDs)14 Aug 2017, 17:15 PM
I do see what you're saying, and I agree with it, but only to an extent. My reasoning for this is that it offers a way around, but still doesn't counter the unit. If it countered the unit, it would allow you to make armor and use it to an extent. Artillery counters paks and machineguns in this sense, but doesn't counter heavy TDs in the same way, since you still will be locked out of using armor in the main battlefield. IMO soviets have one of the best and most versatile lategames out of the allied factions. In: COH2 Gameplay |
Thread: FBP EFA positions and issues14 Aug 2017, 16:27 PM
I do like to think that the Call-In fixes will help to alleviate the OST Panzer IV/ Tier 4 problem to a degree since the worst offenders that crap on the PZ4 will be locked behind tech as will the heavy call-ins which most affect the nerfed StuG. Theoretically if you know your opponent is stalling for those then you can tech past Tier 3 into Tier 4 with the 50-70 "extra" fuel you get from the new Price Premium if they opt for a no-tech call-in. I think Mr. Smith has hinted that either the StuG nerf is getting rolled back a bit or Panther will enter scope as well too. Not sure how the buffed Jackson will enter into the equation though and I do tend to agree that OST still needs more help with Tier 4 viability overall. One of the problems with ost t4 is that there's not a lot of incentive to build it. The panther is just decent, a little lackluster, especially in comparison to stug spam, and the pwerfer and brummbar are useful but not that useful in 1v1s. In: COH2 Balance |
Thread: Help on how to play the US vs OKW matchup14 Aug 2017, 15:43 PM
Huh. That's an odd bug. I just find the stuart super underwhelming and not having any sort of suppression or anti infantry light vehicle really hurts. |
Thread: Jackson TD14 Aug 2017, 15:04 PM
Sherman smoke is actually very good. Don't underestimate rifleman smoke either though, a son it's even cheaper and you don't have to risk your sherman to deploy it. It gets very good range at vet3, especially if you use the grenade range bulletin. Only if you don't get a major? I'm kind of fine with that, as right now its main use is to counter call-in cheese. Now it can just be a cheap diving tank, as it is pretty cheap. Double scotts is mostly a teamgame thing, but I guess very late game in 1v1s it might be useful too. Just make sure to bring lots of at if you go that route though. Actually (never done this, and just thought of it) scotts make great m20 mine bait. If you lay them cleverly, you could potentially immobilize diving p4s or panthers that are going for your scotts, leaving them way behind enemy lines and pretty much screwed. Because when I think about it, the greatest (and most frequent) threat to scotts are diving tanks. |
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