Dealing with snipers from my experience:
OKW: Kubel are great, luchs later on also
USF: M20 if lieutenant, AA HT can support infantry if captain
Soviet: Sniper or clown car or AA
OST: sniper, light vehicles
Brits: Sniper, AEC, UC early on
Puma is also worth mentioning.
OKW doesn't need sniper, they are strong infantry-wise already.
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Post History of Protos Angelus
Thread: give the okw a sniper21 Aug 2020, 20:16 PM
In: COH2 Balance |
Thread: possibilty to push back the late game td's20 Aug 2020, 17:19 PM
Protos Angelus. I've seldom seen TD walls in teamgames, mostly because they are useless vs infantry. Most useful and hardest to push wall is Panther + Sturm (or 2 brummbars) and that's lategame mostly. Panthers with MG upgrades are decent enough to deal with infantry and brumbars or sturmtigers (or stukas for OKW) are the only wall you even need. In my games, if we had a TD wall...sure Panther didn't really push much but that's why obersoldaten and pzgrens were roaming freely. IMHO, TD walls are easiest to counter since all ally TDs + JP4 are completely useless vs infantry. And for the soviet scenario using t70. Not gonna happen. That T70 will not to anything as OKW will always have the cheap and excellent raketen which it will send to the front of the frontline (retreat). If it doesn't, you're assuming no other units are on the field. From my experience, you have roaming grens, volks, pzgrens with shrecks, mines, etc. Assuming standard 3v3+ gamemode. 1v1 if you see jagd, well, that's 2 squads of infantry less to cap and map control for him and one slow juggernaut more to sit and snipe. Even so with 400 hp, 3 shots will still be needed if you plan to "nerf" the heavy tank vs light tank to 80 dmg per shot (80 + 160 + 160) It's still a system that is not only unrealistic but also prone to breaking. Imagine combining KT with luchs spam in teamgames. Or any Heavy + light. Force TDs to fight heavies as they are useless vs lights and lights mostly are great vs infantry and with a bit of micro avoid snares (AEC and stuart are exceptions, mediocre vs infantry). Basically teamgames would boil down to "don't let OKW go to late game" cause you could combine lights and heavies to great extent. Medium tanks win 1v1 vs Cromwell, M4 and T34 and now you could also use lights to great extent. Vs soviets greatly since they have piss poor infantry AT options. Versus USF less so since they can equip 2 echelons with zooks to deal with it and use the wide arc 57mm vs light spam. Or imagine KT + puma spam with a bit of infantry on the side. Axis would become dominant in longer teamgames. I'm not gonna speak for 1v1 as that mode I do not play at all vs humans but teamgames would be catastrophic, the amount of balance that would be required to balance lights. Point is: Light vehicles have great use in late stages of the game, they need no rework nor is rework needed vs them. In: COH2 Balance |
Thread: possibilty to push back the late game td's20 Aug 2020, 15:00 PM
like the overpenetration concept, it works nicely in the game World of Warships, where large AP shells that penetrates thin armour, goes straight through without setting off the charge within the shell, but still does a small amount of damage to the target. But light vehicles are useful in late game. You won't directly assault the enemy base but are great of holding off sectors of map with their speed and/or utility. Luchs is prime example of that. Flak truck is great at denying pushes. AA HT as well. AEC is hard to keep alive cause you have to play it aggressively against lights and mediums to get the most out of it but it can serve in later stages of the game (less so cause of low AI potential). Over penetration would be a nuisance and just invite bugs into the game while serving no real purpose and even inviting even more unbalance into the gameplay. Imagine, you build TDs and infantry and then get swarmed by pumas or t70s or luchs or all of the above with infantry. TDs would do little dmg to them, infantry would be easily kited. You'd have to invest in mediums (since AT guns also count as TDs and as such would be useless, except maybe for USF AT), killing your population and inviting even more "what to bring to the front" microhell. If TDs are your worst problem, be it Jackson or JP4, then you seriously need to use combined forces more. Like the last game, 2 OKW rush 2 KTs supported by a couple of obersoldaten into 1 SU85, 1 Jackson and infantry + pak howits + zook rangers and constantly firing the KT on the move on max range and then when they lose them they complain how Jacksons are OP and SU85 and garden in all chat. In: COH2 Balance |
Thread: Why is the OKW artillery bugged?19 Aug 2020, 17:26 PM
Isn't OKW build-able due to the fact that (same as Soviet) the buildings from OST teammate will extend the base sector and there will be a buffer where you can place, right at the edge? I used to do that with static ML arty In: COH2 Bugs |
Thread: Why is the OKW artillery bugged?19 Aug 2020, 15:58 PM
I didn't know you can call offmap arty onto enemy base. In: COH2 Bugs |
Thread: Why is the OKW artillery bugged?19 Aug 2020, 09:05 AM
You mean how on most maps LeFH can be put to base and still shell pretty close to your base? And 100% that it can shell from the base to all the VPs and a bit beyond (killing teams). In those terms, it's not hard to get LeFH to vet5 In: COH2 Bugs |
Thread: possibilty to push back the late game td's17 Aug 2020, 21:02 PM
Replying to Achpawel above. Last sentance gave me a stroke. Do you even comma bro? Jacksons are the way they are because of Panthers and Axis heavies (+ KT stock). Teamgames are dominated by those tanks and as such Jackson is a reply. Same as SU85, except it trades movement and agility for possibility to self spot (albeit extremely situational and super narrow cone), better ROF and much lower target size (24 vs 18). Firefly on the other hand has greater damage (further amplified by veterancy) and 2 upgrades but much slower and lower ROF. Axis on the other hand only has one non doctrinal 60 range TD. JP4 which outclasses all except Jackson, with it's high armour and low target size and great ROF (plus enough penetration to penetrate 100% all but the heaviest). To fight the heaviest like IS-2, Panthers are there with 50 range, high HP and armour and good ROF combined with a lot of MGs (plus excellent penetration). You can go on with the differences and how those differences add up a faction but people will just call either ALLIES OP or AXIS OP, so in the end it doesn't matter. In: COH2 Balance |
Thread: possibilty to push back the late game td's16 Aug 2020, 21:29 PM
It still outranges mediums by 10 and has the ability, as you have said, to dive any tank and kill it (if snares are out of the picture). I don't think it's that bad as a tank destroyer. It's not JP4 but then again, other stats make up for it. And as long as there are stock 230+ armour and 640+ HP tanks in Axis roster, TDs can not have their firepower nerfed, at all. I mean, OKW has a stock P4 with 234 frontal armour and their TD is 230. Compared to USF piss poor AT gun (with good cone though), it can easily trade blows with it (since it's ~50% chance to penetarate at long range). Soviet and UKF are a bit tougher, but then again, those factions have their weaknesses and merits. The game was thought up with such disparities in mind and as such were greeted well by the community given the "asymmetric balance" nature of the game. Also, map design and gamemode are the biggest balance breakers. One thing that is severly UP in 1v1 is OP in 3v3+, and the other way around ofc. It's not the same having max 200 pop on the map and 600. 3x population on maps of rougly equal size. In: COH2 Balance |
Thread: List of my Suggestions for Balance with reasoning15 Aug 2020, 23:05 PM
In: COH2 Balance |
Thread: So i've reported a guy...13 Aug 2020, 19:51 PM
Dude, last 3 games I had 2 quitters on my team in first 10 minutes and one on enemy team in 20 minutes. All 3 flaming on all chat and quitting. Nothing new and nothing you can do about it. Until they destroy base or do something, just accept the fact that there are kids and adults with child-like brains, and move on. In: Lobby |
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