Thread: Tanks18 May 2017, 14:35 PM
Lolololololololololol.
Lmao.
Talking about panther and he says it has worse armor than allied tanks. |
Did I miss where conscripts got nerfed somewhere recently?
Is the maxim crap because it is no longer spammable?
Volks had their shreck taken away for a lot less, only they didn't have a more-op call-in version of Volks to fall back on.
I wish people would admit that the faction is not UP just because it has OP call-ins.
Have you ever used conscripts? They were only viable because the maxim was OP.
Volks had their schreck taken away and now they get 60 muni stgs that improve dps at all ranges. No reason for complaint there.
A good counter to penals+ dshka is a mortar, since it pretty much gets to reign unopposed until cheeky non-clowncar vehicles show up, as there is no way the soviet will have the manpower, time, and stupidity to go both t1 and t2 and get penals and dshka and a mortar. |
down with FRPs!!
and down with wipe arties...
to me, i think katty level of rockets arty should be the top - in terms of wipe chances, devastation, area denial etc etc. and adjust costs accordingly.
That would be fine with me. Although I've never really had any trouble dealing with rocket arty, even the long bitched about pre-nerf land mattress. How would you ever make Stuka like that though?
And yeah, fuck frps. That would require some cost adjustments though. And would things like okw medhq, Brit gliders, and Brit forward positions still allow reinforcing? |
Live by meta, die by meta. Try to do anything else :gg:
Like calling in soviet heavies. |
But why not limiting all heavies to only one? What about the IS2, ISU or the Pershing? I hope you do realize that 280 fuel is a lot of fuel (no caches and stuff) and usually means just having a single tank on the field. With Fireflies, T34 spam, general allied tank destroyers the allies definetly have the tools to get rid of a single tank. And the allied nerf was justified, I almost felt dirty after winning with Brits. Ofc there is also Axis cheese, but its different than allied cheese in the sense that you at least have a chance to avoid it unlike demos, arty cover, land mattress or Calliope wipes...
That's what I added in a later post, just didn't clarify it in my first. Especially considering heavies have no build time, they are almost not worth killing in extremely long, pitched battles (I'm talking like 50+ minutes with decent players who don't lose everything left and right). I mean sure fireflies and all that, but all the kt had to do is reverse, especially if tulips get nerfed. Then they just get sanic repaired by 1-2 sturmpios and the mech hq faster than I repair two jacksons. This is also a thing with other factions, but again okw is a bit of an exception (when is it not) because its heavy is non doctrinal and sturmpios repair wayyyy faster than other engineers. |
Okw is the only coh2 faction ever to be sold for 1$. They might be OP, but they sure as hell are not P2W.
Best comment I've ever seen on this website. |
It is not click to kill, unless the medium is already damaged/snared. It costs 200 muni that you have to save somewhere else, and Ostheer is very munitions hungry. If it did anything less, there would no point to using it whatsoever, for the cost at least. As to the second point, yeah, that is exactly what I meant. Every ability should be WORTH ITS COST. That is the basic principle of a balanced game. If you spend 240 muni on P47s or 300 muni on Zeroing Arty and get nothing out of it, that ability is pointless to have. I mean, instead of spending 240 on P47s for instance, you can throw grenades all the time or upgrade your troops with BARs and zooks, which will help you enormously throughout the match, whereas if you save for the P47s, you don´t get sh*t.
Ju87 can definitely take out undamaged mediums and tds in a single pass. That's a straight fact. Also I would argue that usf is far more munition hungry because they have to feed expensive weapon upgrades (double bar is 120 per squad, double zooks is 100) and constant smoke and grenade spam. As ostheer I run a sniper and 1-2 panzergrenadiers for anti infantry, with maybe 2 grens and mg42 as support. That's hardly any muni unless you spam bundled nades or rifle nades, but it's a very munitions efficient army. As usf on the other hand, I go 3 rifles, an officer (usually captain), and maybe one squad of paras or rangers and RETs for zooks and maybe a .50 and/or pathfinders w/o upgrades in support. For full upgrades that's 670 munitions, for half bars, double zooks (1 zook is stupid) and Thompsons that's 430, which is probably a more fair estimate as double bar rifles are terminators, but for good reason seeing the expense. That's using 0 grenades. As ostheer, I buy lmg42s for my grens and use paks for at till I get an elefant or a ton of stugs. |
By all means, make P47s as appropiate as the JU87s and watch how long it takes for there be trending "meme" posts about Allies having skill planes like the Germans.
+1
Lol. How much does ju87 cost? How much does p47 cost? How much does each do? |
Not really. It is just appropriate for what it costs. If you spend the majority of your munitions, you should get something out of it. It is the abilities like Zeroing Artillery and P-47s that are the problem here I think.
First of all, ju87 at strafe is literally click to kill at least one medium instantly. If that's not cheese, I don't know what is.
Wait p47 is a problem? It's so damn bad, unless that's what you mean. Don't know much about zeroing artillery other than get the fuck out of the circle |
What CoH3 needs to change from co2:
- Garrison overhaul. Need some kind of assault mechanic and counter-play. Give us a reason to have more than one squad in a building.
- New commander system, more similar to vCoH. need fewer useless abilities and copies. Less is more.
- Actually plan out the damn factions this time. Give different veterancy systems and teching to each faction, without clear advantages. No, giving one faction 2 extra vet levels is not a good idea. Don't add the lazy prebuilt bases. Give more side teching choices and passive abilities to buy.
- Hotkeys FFS
+1 on all
Especially the commanders. Exactly like vCoh I would be fine with, as long as abilities were interesting.
The worst part of factions' differences in coh2 is the parts that get left over once things get patched or changed i.e. 5 vet levels, conscripts, nondoc heavy that used to be justified because of now removed reduced income; hell, okw after all the reworks in general. It was a neat idea, but poorly executed. I'm sure there's other examples as well. Grenadiers being 30 to reinforce after WFA got released is a big one too. |