With the extra accuracy from vet, storms are only getting "overkill" accuracy against squads with higher than ~.9 RA. There arent a lot of squads past minute 5 or 7 or so that have this high of an RA. There ARE weapon team crews, but most squads are getting nontrivial amounts of overkill accuracy against them as well.
Also, with tactical assault, youre supposed to fire on the move when you pop the ability. So with the moving accuracy multiplier, youre not going to be getting overkill accuracy even with vet and the ability.
Overall, there are indeed situations where youre getting overkill accuracy. But theyre extremely rare and arent likely to be too impactful (vetted storms are going to be shredding high RA squads anyway).
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Post History of Jae For Jett
Thread: A simple buff for stormtrooper mp4025 Dec 2019, 18:50 PM
In: COH2 Gameplay |
Thread: The Great OKW commander balancing24 Dec 2019, 01:58 AM
This is getting pretty annoying. I made a serious effort to very clearly state what I meant so that there would be no misunderstanding. The panther HUNTS and closes out kills on mediums. It chases them down and destroys them. It dives onto mediums and drives after them until they are dead. That is what the panther does, and that is the role that the panther performs best in. This is not what the jagdpanzer does. If anything about this is unclear, I would appreciate it if you explained what the issue is instead of making a post that misunderstands what I have said. In: COH2 Balance |
Thread: The Great OKW commander balancing23 Dec 2019, 20:07 PM
2-3 pumas can approach from the front and swarm an is2 anyway. Its traverse and mobility just isnt good enough. In: COH2 Balance |
Thread: The Great OKW commander balancing23 Dec 2019, 19:06 PM
Well, no amount of armor nerfing is going to help L2P issues. In: COH2 Balance |
Thread: The Great OKW commander balancing23 Dec 2019, 18:47 PM
Sorry, I dont really see your point. Heavies are 20+ pop cap each. Allied TDs are 14+ each. Double AT gun and double stug fall in a similar ball park. Heavies and their counters are pop cap heavy, yes. In: COH2 Balance |
Thread: The Great OKW commander balancing23 Dec 2019, 18:11 PM
Again, countering heavies is not the command panthers role or what it excels at. Its aggressively hunting and killing mediums. If mediums were more favored, the medium hunter (the panther) would also be more favored. Also, the command panther has been retuned (cost decrease) to be more of a command alternative to the panther. Even if the c panther absolutely annihilatd heavies, spec ops still wouldnt be any more preferable because the panther would do the job just as well without requiring a doctrine. Like you said, you dont have a lot of vehicles to benefit from the aura in 1v1s, so why choose the command panther over the regular panther? In: COH2 Balance |
Thread: The Great OKW commander balancing23 Dec 2019, 18:01 PM
For axis, volume is the answer. Multiple stugs, multiple AT guns, even multiple pumas if you wanted to. Obviously allies have high pen TDs for their side. The reason why its hard to find "a unit" axis has to counter heavies is because the answer is multiple units. In: COH2 Balance |
Thread: The Great OKW commander balancing22 Dec 2019, 20:05 PM
I didnt say the panther cant deal with the is2, just that its not its ideal use case. Also, the assertion about forcing a heavy meta isnt true. A sniper is the only real counter to a sniper, and yet we're not in a sniper meta. This is because snipers are not universally a good investment to begin with. Finally, also confirming (again, pending final approval) that IS2 armor is being lowered so that these other vehicles CAN stand a better change against it. In: COH2 Balance |
Thread: Is it wrong to ask for lmg upgrades for PG's22 Dec 2019, 20:01 PM
People say that the HMG42 is to keep short range troops away from your grenadiers, but it doesn’t really work like that. The point of the grenadier in the first situation is to provide vision on the two riflemen squads and punish the non suppressed rifle sqiad even if it manages to make it out of the arc. Your mg suppresses one rifle squad. The other rifle squad uses thid time to escape your mgs arc and flank the mg. Your mg continues to fire at the suppressed squad, while your grens pick away at the rifle squad thats trying to close in. By the time the rifle squad closes in, its on maybe 3 models, the other rifle squad is pinned, and your mg42 is refacing to suppress the new rifle squad. Its a landslide win for you, the ost player. With no grenadier in this situation, your mg suppresses one rifle squad then gets flanked by the other. A landslide win for your opponent. In the second example, you backpedal your mg. Your opponent now either focuses the mg, having to fire at it while on the move, or focuses the gren squad. If they focus the mg, they have 2 squad doing moving DPS against your 1 squad doing stationary DPS. Not exactly a formula for a won engagement, but a good trade considering that you misplayed/got outplayed. If they focus your grens, then your mg sets up at youre bacj to yiur first example, which I establishes usually results in a landslide victory for you. In: COH2 Gameplay |
Thread: The Great OKW commander balancing22 Dec 2019, 19:42 PM
GO having a higher win rate isnt a remotely useful stat. Its actually beyond useless. An easy, possible explanation is that, by chance, more of the top players preferred GO and more of the lower seeded tournament players preferred luftwaffe. They could be the EXACT same power level, but if 1 extra top player prefers GO and, say, 2 extra low seed players prefers luftwaffe, I wouldnt be surprised at even a 30% win rate difference. And sure, you could then beg the question of why this is the case. Surely if top players prefer GO, then it must be better, right? Not really? Just look at faction picks among the top 8. Each player had their own preferences. For some reason, people seem to assume that the top 8 tournament players are machines built to make optimal decisions with regards to coh2. What actually happens is that these players pick what theyre comfortable with, what smashed them in their last set of scrims, what fits their style, what they have fun playing, whats more reliable as a strategy, what fits their understanding of the game, and yes, what they think is most powerful. I mean, I dont doubt that GO is stronger than luftwaffe. But "doctrine win rates" is a useless argument that isnt really worth the time it takes to type or read. Really, most arguments that include the term "tournament win rates" are worse than anecdotes since they try to parade as something with actual justification. On the command panther, i can, in general, agree that if it doesnt perform as well in the AT role as the tiger there is some thinking to be done. That said, its cheaper than the tiger, will come at a lower cp than the tiger (cp lowering confirmed, pending final approval), is more mobile than the tiger, comes with a vet 0 permanent commander aura, has more range than the tiger, and has mark target (which does likely mean it performs better against the is2 than the tiger does). I imagine the tigers performance against the is2 isnt what puts it over the command panther, its just another factor that puts GO over spec ops, considering that the tiger also mauls infantry. 200 fuel to counter the is2 and get some scouting, or 230 fuel to counter the is2 and everything else the opponent likely has. On the panthers role. Its actually a bit more of a generalist AT vehicle (great absolute performance at short, medium, and long) with its main advantage being that it can actively hunt for vehicles and chase them down to find and secure kills. It does best when it can spring on tanks and TDs that are weaker than it...but the IS2 is not one such vehicle. So when I consider the panther vs is2, and tiger vs is2 matchups, this dorsnt sound particularly alarming. This isnt the panthers ideal matchup or use case. In: COH2 Balance |
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