Poor stug struggles against the heaviest tank the USF can field. Well, at least Su76 and M10 are absolutely known to turn heavy Tiger tanks into swiss cheese, so there is that.
-> Stug is not meant to counter a heavy late game tank for 630/230 mp/fuel. Get yourself a Panther or Jagdpanzer instead. Am I missing something or was this argument completely dull?
Agree. It's a weird argument. |
They only do four more damage to models in Green cover? Strange, it always felt like they did more that that. Perhaps its just a factor of them generally also being very bunched up (And in the case of Garrisons, it hits all models automatically, right?)
I feel as though I've noticed Flamethrower bursts occasionally doing no damage, too, but I dont have any evidence of this, and can't really think why it would be the case.
That might be because your unit is sitting in a trench and the flamethrower can't aim downwards. It happens for trenches like the ones used for Rails and Metals and Alliance of Defiance. |
PPSh don't overlap with Shocks, they synergize with them. Until now it was also the selling point of Shock Army.
Why do PPSH Cons synergize with Shocks? IMO they don't have particularly good synergy because they all depend on getting into close range. |
I had a game today where my Conscripts couldn't use Molotov and AT-nade temporarily, despite having the package unlocked. |
I don't think the balance team is very biased in terms of axis/allies. They do however, seem to make a lot of balance decisions based on how something does in 1v1's (maybe 2v2's also?). If you doubt this, look at the win rates for 1v1's. They're really close to 50% for everything except UKF. IMO, the problem is that they don't play random in larger game modes and often don't listen to the feedback that their changes are going to screw up balance in the larger modes.
In this case, the E8 is maybe a little better than it was, but still won't replace a Jackson. Even worse, when you compare this commander and the E8 to your choices as Soviet, it is trash. The E8 costs about the same as a KV1 or T34/85, but the AI is much worse. If you had access to either of those in this doctrine, you'd never buy an E8.
It gets worse when you compare the commander. Rifle company has no rocket arty, no long range arty, and nothing to destroy on-map howitzers. This makes it inferior to any Soviet commander with a KV1 or T34/85, and vastly inferior to something like Shock Army or Counter Attack.
If they buffed the AI of the main gun to match the T34/85, the E8 would be okay. This would be an ok-ish 1v1 commander. They would need to replace the half track with time-on-target to make it viable in larger games. Advanced Infantry equipment is underwhelming also. It'd be a lot better if it made either RE's or rifle squads into bazooka experts.
It would be nice to have an option to playing infantry company every time in 4v4's when you see LEFH's in the other team's loadout. That monotony is a large part of why I stopped playing USF.
The EZ8 will always be a 1v1 unit only (maybe 2v2 on certain maps). The doctrine it comes in is just way too limited to be viable in 3v3 and 4v4 where you absolutely need either Calliope, Priest or at least some powerful off-map. |
In 1v1 yes, but in team games the resources needed by Ostheer to counter this play is almost impossible to keep up with. Plus, Soviet with this strategy doesn't care about fuel anymore and rushes the munitions so they can spam PTRS upgrades. As I said previously, current map designs make it almost impossible to gather the munitions for LMG upgrade, plus fausts, plus flamers, forget teller mines.
It requires a great deal of skill and micro to fend off such a strategy against skilled players who are not braindead.
What rank are you playing at?
If a Soviet spams PTRS on all his Penals the OBVIOUS counter is to just get 1-2 MG42 + 2x LMG Gren and 2x Pgren and completely demolish him. He can't counter the MGs, his infantry is bleeding like hell because PTRS Penals are horrible at infantry combat while still costing 28 MP to reinforce. What is the problem here? |
You do realize he is talking from a 3v3+ perspective. It would be very easy to counter m3 as Ost if this was only 1v1.
M3 is harder to kill in 1v1 and 2v2 than 3v3 and 4v4 because you need space to move around and in 3v3 and 4v4 there are snares everywhere because of unit density. |
M3 and Penals is so easy to counter as Ostheer. Not sure what your problem is. Get MG42 LMG Grens and Pgrens and make sure you have a Pak once it's time for T70 and you should always win against equally skilled players. What's way harder to counter is 4 Cons + Zis into T70. |
Cooldown UI is sometimes bugged on the LeFH, cooldowns look as if its to finish any second and interface states "0 seconds".
This hides the actual cooldown, happend once so far when using the Vet1 barrage, when previously the standard barrage was used.
Not sure on how to recreate
Edit: OKW LeFH, not sure about ost
This bug has been an issue for the ML20 for months now. |
Do you have the same stats on premades?
Like honestly, from rank 1000 to top 50 a lot of games considered as wins or loses even without proper game, since leaving is not punished at all, players are crushing, ragequits are happening often after first well done 2v1 or 3v1 push...
And even top 50 are still losing against premades a lot during to voice chat superiority against chat and pinging.
I don't think there are stats on that. Maybe we can ask whoever made coh2stats.com to add this feature? |