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Mind you that I am talking about teamgames. In 1v1 and 2v2 the performance degradation is almost nonexistent but teamgames become a chaotic mess. Even more so on snow maps where the FPS will just tank.
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Post History of Protos Angelus
Thread: Performance on Snow maps11 Aug 2020, 21:10 PM
In: Lobby |
Thread: Why is the Jagdtiger so pointless11 Aug 2020, 16:49 PM
jagdtiger and ele, in the past was complete cancer in teams games, they would dominate armour, they still do in a sense but no where near in way they used to be. They are still powerful is supported properly. One thing i would defiantly agree that other have said is the isu152, that unit most definitely needs to be nerfed. It needs to be put in a different commander and have it's rear armour nerfed. Rear armour to 120 or 110 and commander without precision strike. Maybe with guards or something In: COH2 Balance |
Thread: Why is the Jagdtiger so pointless11 Aug 2020, 16:03 PM
So you invest time and resources to flank (hard to do on most team game maps since they are lane-y) a tank which completely deletes all armour in your lane. So you're keeping your tanks at a distance where they are useless, or deploy them to the allies sides and make a use of them. You then switch to infantry since Jagd is not really that good vs them but then you have to worry about stukas and MGs and even the jagd AI ability. If you manage to flank Jagd then by God you should get that reward. And if you need to secure a critical mass to take out one supported tank, then doesn't that mean that the Jagd is a good option? You force the enemy to put a lot of effort into killing it and if you do manage to defend that push/flank, the enemy loses most of it's forces if you've got the micro skill. Jagd is a high reward, high price unit. You need to defend it, put a couple of mines on a flank and just use the 70 range to deny everything. And not blob ofc, you want units to give vision and not having to retreat all at once. In: COH2 Balance |
Thread: Why is the Jagdtiger so pointless11 Aug 2020, 12:00 PM
Side to side of ISU and JGDT: Armour and HP: Jagd wins with 110 more frontal armour and 80 more hp and 45 less rear armour Damage and Penetration AT: Jagd wins with 60 more dmg and 100% penetration vs all targets Damage and penetration AI: ISU 152 wins with switchable ammunition which takes %d seconds to swap making it impossible to target both AI and AT at the same time. HE ammo is exceptionally good vs soft targets. Rate of Fire: Jagd wins with 8.55 vs 9-11 seconds reload. Abilities: Jagd has more if I'm not mistaken. The 128mm howitzer shell for infantry and APCBC for long range through buildings. Maneuverability: Pretty much the same So. Raw stats you can see that Jagd denies all allied armour while ISU denies Axis infantry charges. Seems pretty asymmetrically balanced to me. The commanders in which the units are is a different story and should be looked at separately. Point is: You would not choose ISU to fight tanks due to the long ammo swap and difficulty staying on target (eg fast Panthers and P4s) and you wouldn't choose Jagd to fight infantry. Soviets for AT have 85 and OKW for infantry has stukas and obers. ISU 152 complements AI power for soviets and Jagd complements AT for OKW. Although with the existance of Jagdpanzer in OKW, Jagd in smaller modes is useless. Jagdpanzer has 230 armour and 60 range making it excellent vs ally tank destroyers as the ally TDs won't penetrate 100% and JgdPanzer will. Jagdtiger is pointless in weak hands. In: COH2 Balance |
Thread: If you made the 76mm Sherman a stock USF unit?11 Aug 2020, 10:53 AM
Maybe make Sherman 76 stock will open a path to neft Jackson. Nerf Jackson, kill USF. Stock 76, nerf Jackson, kill USF. I don't think there is a scenario where the Jackson gets nerfed and the USF has an answer to later stages of the game in teamgames. In: COH2 Balance |
Thread: State of OKW in the meta 11 Aug 2020, 10:51 AM
Ok, I did not know that. However, balancing 1v1 would have a domino effect on larger modes. 1v1 is exceptionally different than 3v3 or 4v4 and "just" largely different than 2v2. I honestly can't speak for 1v1 as I do not play that mode at all due to the asymmetric balance. It's not surprising that one faction would be weaker than the other in different stages of the game. Does a perfect solution exist to balance 1v1 and 4v4 in one go? Definitely. Is it doable without some supercomputers? Hardly. OKW in 1v1 struggles in 1v1 and dominates in 3v3s. If you buff something that "fixes" 1v1 you give even more power in teamgames. COH2 never seemed like a good 1v1 game to play. There are plenty of faction uniqueness to really break the bond between 1v1 and 2v2+ In: COH2 Balance |
Thread: If you made the 76mm Sherman a stock USF unit?11 Aug 2020, 00:20 AM
True, lane-y maps are the crux of imbalance. Either the map favors arty, or heavies or both (port of hamburg). And if it's not a 3v3+ poorly designed map then you have 2v2 and 1v1 maps which favor encampments and have great Schwerer positions. Maps need rework. USF is pretty much designed around blobbing. They don't have any elite infantry. The starting ones are the finishing ones and the current meta build (3 rifles into captain or lieutenant) pretty much seals the deal unless you lose them along the way. It's better to probably send them in pairs but alongside microing AA HT (micro hell), ATs and Pak howits, (+ later easily penetrated medium tanks) it's difficult to pay attention and not get wiped by some bundled nade or rifle nade or stuka or werfer. The large versatility of USF would be a heaven for a CPU, but for a person it's quite hard. USF is for a reason most micro intensive and mobile. You win some, you lose some. \begin{RANT} Also, f*** AA HT: The attack order doesn't work since it will always try to turn around (so the gun will not face it) and the attack ground is even worse since it will just keep spinning in place. With the handbrake I curse the person that decided to design the unit thusly and make it a hotkey-micro-hell. \end{RANT} In: COH2 Balance |
Thread: Why is the Jagdtiger so pointless11 Aug 2020, 00:09 AM
If the game was IRL-ready then pretty much every Axis tank except P4s would regularly break down. There is no reason to play Jagd or elefant in 2v2 unless the enemy fields an ISU152. ISU152 can also be countered by pretty much anything. It's just a semi-stationary cannon in HE mode and mediocre TD in AP mode. Problem is, people expect to blob against it and win. Some maps are heaven for ISU152, even in 2v2 where you have a lot of unobstructed vision to snipe (same goes for axis HTD) In: COH2 Balance |
Thread: State of OKW in the meta 11 Aug 2020, 00:04 AM
Thank you. The tech structure for OKW is weird but that doesn't make it UP or OP. It makes it special. All of the factions currently are well balanced. Some commanders are not and most maps are not. But that's it. Maps should def get an overhaul and swap out some maps in automatch, all modes. One map that needs to get deleted is Port of Hamburg. Weird design, geometry and chokepoints with idiotic path design. Basically favors rocket arty and heavies. Redball is also a poorly designed map but that's another topic. Achpawel, you seriously need to reconsider the stance on Axis UP. Even though in ranked I only play USF, I'm by no means "BUFF ALLIES, NERF AXIS, AXIS OP" kind of person. If you can give me one good reason and brainstorm the pros and cons of a change you would like to implement to OKW then I see nothing wrong with that implementation, and neither would the balance team. But what you are proposing is straight up buffing OKW heavily under the magical geas of "OKW IS totally UP, trust me bro". In: COH2 Balance |
Thread: Why is the Jagdtiger so pointless10 Aug 2020, 21:28 PM
I on other hand seen it constantly. Especially if my ally is going ISU or IS-2 (has commanders with heavies). I seen Jagd always on maps that favor laning. Like redball and Rhzev and Port of hamburg. Basically maps that have low flanking potential and are elongated. Super heavies and stukas and werfers excel on such maps and are always seen en masse. That's from my experience. In: COH2 Balance |
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