Some days ago I had a 3vs3 versus 2 soviets and 1 US. After 60min bouth soivets owned a M8A1 and one Soviet a Jackson.
The US had 3-4 M8A1 and multible Jacksons and some rifemen, while I as Ost had full popcap with 1 Panther, 2 Grens, 2 PaKs, 2 Pios and one Arty. The game was long, I had enough ressources, but no Popcap. The only way at that point would be to let all my inf and paks die and build 4 Panthers to hunt the Jacksons, but versus the inf? Every infantry we killed incresed his potential to get even more tanks. And Ostheer without PaK40 or Pnzgrn+Schrecks is unplay-able.
What did the US do? Simple, he didn't attacked. He killed all inf and Paks with the M8A1 blobb, managed it to save ress and simply left his vehicles to get more Jacksons.
That mechanic is brocken. He is able to get an with ~130 - 150 popcap by that shit.
StuG E is shit in comparison. M8A1 is way too good, fast, good HP, self-repair and 2 shots most units. It is a Brummbär with more rage and more accuracy.
Only the fact that US can do that is enough to nerf or remove that Funktion.
Edit: for you maths:
- 1 M8A1 Pop of 6 -> decrew it and you only need 4 Pop.
- 1 Jackson Pop of 16 -> decrew it and you only need 4 Pop.
Now, let say you have 100 pop-cap, 2 Jacksons and one M8A1. Decrew them = now you only have Pop of 74 and build one extra Jackson, also decrew this tank and you can build an extra Jackson, also decrew this one and you can build again… an extra Jackson.
= Now, now you have 1 M8A1 and... 5 Jacksons. = That would be now an army with Pop of 148 and he could still make it higher. That is fair?
100-(12+12+2)=74 *an army with 2 left Jacksons and one left M8A1
74+16-12=78 *3 decrewed Jacksons + 1 decrewed M8A1
78+16-12=82 *4 decrewed Jacksons + 1 decrewed M8A1
82+16-12=86 *5 decrewed Jacksons + 1 decrewed M8A1
Now... he can still build 2 extra M8A1 by that way.
Muh historical accuracy XD
Maybe instead of complaining on the forums you should figure out what happened that your team lost a 3v2 for like 15 minutes until tanks started coming out. Almost like you pay for it when you can't punish the other team for fighting a 3v2 and having one guy just sit in the back playing lend lease for a while. |
Wow I like a lot of these changes. Haven’t played with it yet but the assengies nerf makes a lot of sense and the reduced reinforce cost balances that out nicely. Love the changes to recon support company; I think it’ll be a lot more playable now and I’m glad they increased the cooldown on the IR paths to compensate.
Any particular reason the valentine is called a “command tank” now? Does it give some aura or something?
Jaeger nerf seems a bit too light (I still think 0.9 acc against cover with the sniper breaks infantry matchups and needs to go altogether) but better something small than nothing at all or a massive overnerf. |
I understand how it can feel lackluster when less expensive TDs pen every shot, but the Tiger is the golden standard of what heavies should be. Not yolo in tank that can solo enemy team weapons with no additional support, but the final piece to your army composition that can operate on its own with some regard, but has its designated counters as well.
+1
It’s also a lot better than the IS2 but it just suffers from the fact that allied players tend to just spam TDs a lot of the time instead of making mediums. If that’s the case then a) you might wan to not get a tiger, or will have to adjust how you use it in that particular match accordingly and b) take advantage of the fact that he can’t fight infantry as well or at all with his armor.
Again this is not about me personally. It has been argued that building 2 M36s put USF players in disadvantage because 40% (actually 32%) of their Pop it taken by AT vehicles. I have simply point out that this not the case because any one who has 2 idle USF vehicles should disembark their crew to reduce his upkeep.
While usf is uniquely able to circumvent that part of it, it’s not just pop and upkeep though. You’ve spent 280 fuel and 800 mp on units that can only fight tanks and even decrewing your vehicle doesn’t help that part. Imagine playing for a significant amount of time with an 800 mp, 280 fuel float. Definitely an issue that you’re going to be feeling. You also obviously don’t have any armor to fight infantry. In exchange you get an excellent TD though. |
Someone correct me if I'm wrong but I seem to recall the reload debuff (which gets compensated by the cover buff) on infantry sections applies to slot weapons (brens and PIATs) too, so IS are literally the worst infantry in the game to put PIATs on since AT infantry often has to run out of cover and chase stuff.
Also, sappers have AT grenades now so it makes a lot of sense to just put PIATs on them since you can use them alone to snare a tank (which I've found is pretty dang useful). |
I mean I know you tested it and have it confirmed now but just looking at it you can tell its dps is a lot greater than just the bren XD |
IMO if it got 60 range it'd have to lose cloak too. It's really frustrating when okw players make 2 raketens and just sit like halfway within range and 2 hit your tanks from camo with 0 counterplay. Even if they lost retreat this would probably still be a problem.
There's also the issue of it shooting the ground a lot.
So basically it'd just have to be a pak with a different skin. |
Agreed with the OP on everything except for mayybe recon runs since at least you can shoot them down and they aren't super cheap IMO.
Uhu has zero combat capability. Ther is a reason why its the least used out of all the options above.
IMO its the worst offender of all though. Because it has zero combat capability (I'm guessing), it's literally one of the cheapest units in the game, and then it can always be scanning instead of fighting. Stuff like the valentine is at least decently expensive and its just a sight range boost on the valentine now, instead of a massive maphack that reveals camo units too. |
It is the only medium+ tank in the whole game which doesn't get reload bonus.
It has THE worst vet out of all vehicles in coh2.
IIRC valentine’s is even worse. I think it’s literally just more maneuverability and faster turret rotation (lmao).
The tank should from the start have been the opposite of the beefy churchill, meaning it should have been a fast, hardhitting but vulnerable tank.
So, improve the gun, in particular it needs more penitration.
Lower the frontal armour value so that the stug and other Axis TD's can become a soft counter to it.
That way as brits you have to trade the churchills high health and armour values for the speed and firepower of the Comet. Each excelling where the other is deficent. Thus creating a genuine choice for brit tech in the late game.
Whatever happens the Cancer shells probably need to be changed or removed.
That’s a pretty interesting idea. Its main gun dps would probably have to go up too to avoid it getting facerolled by panthers though. |
Commandos. Commandos commandos commandos. They absolutely shred pretty much any infantry in the game if you’re always ambushing and they’re the linchpin of my British strategy. It’s the only reason I’m willing to put up with the brits’ underwhelming armor, the inflexibility, and the lack of basic tools like mobile mortars and the only reason I play them at all. Probably my favorite infantry squad in the game.
OKW still has bullshi t at gun that dies by coughing on it. also now you have snares. Just Use cover and fight JLI with vehicle.
Well guess they’re in luck since UKF tanks’ anti infantry capability is about on par with a hard cough. Centaur excludes obviously.
You can’t use cover against JLIs since they’ll snipe you almost guaranteed anyway (.9 accuracy against heavy cover on the g43) so they might even beat double Bren sections since they can’t close since they’re lmg troops. Jaegers seem to beat them at their own game a lot. |
What vet changes would you like to see?
Something other than literally just more accuracy, faster turret traverse, and more mobility. Because that’s literally it in terms of stat boosts it gets from vet, and the only one of those that’s really actually useful is the mobility, since it doesn’t miss a lot of shots on tanks if it’s stationary without the, and will still miss a ton on the move even with the accuracy bonus, and it’s not like it’s turret traverse is terrible to begin with. I honestly don’t really feel the difference using a vet0 comet than vet2, other than the fact that it doesn’t have WP rounds (probably the best thing about the tank tbh).
Mostly a firerate bonus would be nice. |