PSA: The intention of this thread was to show how skilful USF players are so please all admire their sheer brilliance instead of discussing ranks of 1v1 players.
Thank you.
Wouldn't be a .org thread if it didn't instantly get off topic.
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Thread: High Skill USF gameplay is just so micro intensive8 Apr 2020, 17:44 PM
PSA: The intention of this thread was to show how skilful USF players are so please all admire their sheer brilliance instead of discussing ranks of 1v1 players. Wouldn't be a .org thread if it didn't instantly get off topic. In: Lobby |
Thread: High Skill USF gameplay is just so micro intensive8 Apr 2020, 16:53 PM
I mean, they don't, but those kar98s become effectively irrelevant as soon as they get 3 g43s anyway. In: Lobby |
Thread: High Skill USF gameplay is just so micro intensive8 Apr 2020, 16:40 PM
Play the game. They lose next to no DPS on the move. Seems that DPS calculations are oftentimes wonky too, but I don't really understand them to be fair. In any event, they're far better on the move than almost any other unit. In: Lobby |
Thread: Brit buffs are definitely a start, but will not be enough8 Apr 2020, 16:37 PM
Agree on infirect, mortar should be in T1 instead of Bofors which should be T2. +1 although T2 bofors would be even more useless than it is now (which IMO is fine). Sure, it does good damage, but when it doesn't actually suppress things it constantly just gets countered by even lone infantry squads that just crawl up and grenade it. If it actually suppressed it would also deal far less damage, so kill two birds with one stone. If you read OP again, I also suggested removing the vet1 range bonus because that shit is stupid. Yes AEC can kill infantry, doesn't mean it's actually good at it. Especially if they're just blobbing (so mostly in teamgames), this will not work. You just don't have the DPS with an AEC to force off enough squads, not to mention the fact that shoving a light vehicle directly into the front of the enemy's lines is a really great way to lose it immediately. For like a lone fall on a VP, this might work. Otherwise, no. It costs fuel because it'd be super OP even in its shitty current state if it didn't cost fuel. Imagine the spam. Because...? I don't know about one of the best mediums, won't even beat out a P4 or T34 since the main gun is so terrible against infantry. Only saving grace it has is the smoke shell. Yes, churchill is good. Read OP, I suggested nerfing it. IMO it's too hard to actually freakin damage without 5 billion panthers or a heavy. 15 fuel bolster would probably be really OP. Imagine trying to fight 5 man tommies 1 minute into the game (so like 2nd engagement) with grens or vet0 volks. Wouldn't happen my guy. OKW would literally have no counter to a 4 section start with bolster put in there somewhere. They can barely counter it right now. I don't know in what world you're paying that you can just shove a lategame tank into 0-10 range of enemy squads. Have fun with a broken engine comet trying to run away from panthers In: COH2 Balance |
Thread: USF Airborne Company8 Apr 2020, 16:24 PM
And mine was that soldiers (especially soldiers that in theory would be operating behind enemy lines and keeping a low profile, something that pathfinders in coh at best very very marginally model) having mines is probably one of the least unrealistic things in coh. There's degrees of adherence to reality, and pathfinder mines and STG cons do not fit into the same degree. It's not very likely that soviet conscripts actually ran around spamming molotovs and some weird lethal tripwire flare everywhere, but here we are. Sidenote: for some reason in Ardennes Assault, cav rifles can have IR STGs lul. In: COH2 Balance |
Thread: USF Airborne Company8 Apr 2020, 16:11 PM
I literally wasn't even suggesting pathfinder mines and do not think they should have them, I was just responding to the tired old "muh reasilm, gib sources of this happening IRL" because it's not a basis for most things in Coh. In: COH2 Balance |
Thread: Brit buffs are definitely a start, but will not be enough8 Apr 2020, 16:09 PM
Against infantry? It's nothing special. Its AT performance and durability are good though. Should have specified more. In: COH2 Balance |
Thread: High Skill USF gameplay is just so micro intensive8 Apr 2020, 16:07 PM
Now imagine this shit but they have like 90% moving DPS and 6 men for some reason, flares to spot your MGs, and you have no rocket arty. Welcome to playing against pfusies. In: Lobby |
Thread: Brit buffs are definitely a start, but will not be enough8 Apr 2020, 16:04 PM
Hoo boy this is gonna be a fun thread. Here's the reasons why the title statement is true: Brits still have no indirect and therefore no counter to indirect despite having nothing but LMG troops and MGs. Section smoke is a great buff, but it won't counter MG spam and it won't counter indirect spam. The vickers is still trash at actually suppressing things, but its vet1 garrison range bonus is frustrating BS. Its vet1 should be removed and replaced and veterancy at some point should give it better suppression. A a straight group suppression buff wouldn't hurt either to make it actually counter blobs instead of the other way around. Brits still have no counter to falls, since vickers is not good at its job, brits have no anti infantry light vehicle, and their one rocket artillery piece (that they need a doctrine for) sucks for many many reasons. The land mattress is not great. Sure, it's the cheapest, but it takes about 4 hours to actually start firing since it has an abysmal setup and teardown time and it always auto sets up on the first unit it sees. It's minimum range is also ridiculously long, its payload comes very slow (which is fine IMO) and has like 0 pen for some reason, and its obviously the slowest since its man-portable. It's also over 50mp per model to reinforce for some reason, and doubles the reinforce cost of models recrewing it. Given that it's so much cheaper than other rocket arties, most of that is fine, but it should at least be responsive when it's in position already. Remove the setup and teardown time, and/or remove the auto setup when it sees an enemy. Limiting ALO to one doesn't make a lot of sense, and still keeps having commandos to be competitive without cheesing basically mandatory. There shouldn't be a lot of situations where you're building more than like 2, but having the flexibility in a faction with very inflexible mainline infantry would be useful. Cromwell is still easily the worst medium. Comet is still meh. Churchill is a stupid unit. Should lose some armor and get a received damage buff like the KV-1 to make it actually counterable in smaller gamemodes seeing as axis don't have an abundance of high pen 60 range TDs like allies. In: COH2 Balance |
Thread: USF Airborne Company8 Apr 2020, 15:49 PM
But please, by all means, let's return to complaining about how giving mines to paths turns coh2 into a fantasy game. In: COH2 Balance |
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