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Post History of Protos Angelus
Thread: WhiteBlob Wars9 Jun 2022, 18:01 PM
In: Replays |
Thread: Stuart is the worst armored unit in the game, by far.9 Jun 2022, 13:49 PM
keep stuart as it is. That would make it OP beyond belief. A fuel price reduction would be better. Or a complete makeover with the greyhound, but doubt it. In: COH2 Balance |
Thread: Pioneer combat strength early game8 Jun 2022, 14:27 PM
In this case the DPS is a wrong stat. Carbines fire much faster. Just check the damage and accuracy near/mid/far of RE carbine and CE mosin. Mosin deals 12 dmg and it's accuracy is: near 0.76 mid 0.66 far 0.56 RE carbine is 8dmg with: 0.51 0.35 0.27 CEs will always kill at least one model of most approaching infantry and just duke it out from there. CEs keep firing and firing and they end up with 0 dmg on approach and instead pray that 0.51 close range is RNG favoured. Hence why the DPS is not a good metric in this case. Carbines just fire faster, but with the low damage and sh*t accuracy, the RoF does not help in any way except mathematically on a graph. Also, I think that DPS graph is wrong. An analogy would be: It's better to focus one squad at a time than just A-move. Spreading out damage on other models/infantry means that they stay alive longer, and damage you back more. Tested it. CEs in green cover easily win against approaching grens, pios and volks. Lose to approaching Spios. Of course, nobody in their right mind would rush with grens or volks, but it's there to prove a point. REs behind same green cover lose terribly to all. In: COH2 Balance |
Thread: Pioneer combat strength early game8 Jun 2022, 10:55 AM
Starting with Rifles would be too much. USF would be extremely strong that way in the early game. In: COH2 Balance |
Thread: Pioneer combat strength early game7 Jun 2022, 21:47 PM
Meanwhile Sturmpioneer in the corner reading this thread: *sweats* Yeah. Still, leaving them in tatters was not the best of moves. Spios are fine. 300 MP, 4 man engineer squad that melts. Expensive and dangerous. Nothing wrong with that. Fact is that pios are not really the strong ones, but REs are useless. Literally like having no squad at all. Well, they can capture territory, so there's that. And the tank traps, if well placed can actually be better than the sandbags due to their survivability. But still, no proper mines, extremely weak early game, veterancy that can only really be acquired with zooks, or in 1v1 with LMGs. If a miracle happens and COH3 is a success and Relic decides to give a gift of a balance patch to the COH2 community (hardly that the COH2 community will die with COH3 release), I would like to see a removal of volley fire in a muni starved faction, more XP for vet1 and a buff to close-mid range performance In: COH2 Balance |
Thread: Pioneer combat strength early game7 Jun 2022, 20:37 PM
Well. To be frank. Royal engineers have the snare, and in one tech line, they are designed around the offensive play (anvil). So, they are more of an assault squad than a true engineer. But the whole brit faction is funny as hell so... In: COH2 Balance |
Thread: Pioneer combat strength early game7 Jun 2022, 13:34 PM
There is no issue with pioneers. I tested it out. It's basically that echelon are so criminally bad at combat, that you can basically ignore them as their DPS is laughable. Even at 10 range, Pios have 55% more DPS than echelon. Tested out Rifles + Combat engineers (soviet). Pios get wrecked. Tested out rifles + vehicle crew... pios lose hard. Basically, RE is completely useless in combat until you invest 100 munitions into them, at which point they can be used as a vehicle deterrent. Or you could use the volley fire and delay the weapon upgrades a bit. And I wouldn't call them useless later on. Not only can they repair tanks quite fast, they do get the flamers and they can plant mines. Double Pio with MG42s can easily stand up to anything in 3v3s. Mostly due to map designs. Tightrope even showed the power of double pio into PGrens power. So all in all. The fight should say "Rifles" vs double Pios. Rifles + Rear Echelon = Rifles -> Rear Echelon = 0 iff Rifles =/= 0 In: COH2 Balance |
Thread: Pioneer combat strength early game7 Jun 2022, 11:43 AM
it is the RE squad that really sucks in combat. RE mp cost does not compare well to most other squads in terms of combat power (like the major....). So if you take two units and one of the is a RE, that team will lose the 2v2. Most likely the biggest issue. Like aerafield said. REs have peashooters. Basically the weakest combat unit in the game until they upgrade to double zooks, at which point they have some use. I'd remove the volley fire and increase XP needed for vet1, to buff early game firepower. I mean, if USF already is a muni sink, with AT guns, weapon racks, etc. It's a shame that you need to waste muni at minute 1 just to be able to beat anything. Multiplied in 3v3s where the maps don't really have leeway in terms of "spreading out" In: COH2 Balance |
Thread: OP vs ez mode?6 Jun 2022, 21:32 PM
Usf isn't great non doctrinally as well imo, falling far behind both Soviet and Wehr. Okw edges out Brits who I would put dead last. I would be lying if I said that I disagreed, and yes, Firesturm did get the needed love it deserved, no doubt. Having said that, I can see how OKW can struggle on certain parts of the map. Namely ettelbruck on bottom side where buildings can lock you out if the soviet (brit less so) rushes the starting unit into it, followed by the machinegun. Still, my hatred towards the USF mortar means that I beg the Gods that Soviet builds a mortar to deny the MG42 on that map. I ban ettelbruck and unban Rhzev until I remember why I hate Rhzev (unbalanced spawns, snow FPS late game tank, strange shotblocking)... rinse and repeat. Still, most scenarios, OKW is fine in the starting minutes. Brits I hate from the bottom of my soul. Soviets, unlike the real-life counterparts, are lovable and great to have as an ally. OST is just as complete as old school CS 1.6 In: COH2 Balance |
Thread: Pioneer combat strength early game6 Jun 2022, 21:13 PM
People underestimate pios because combat engineers and rear echelons suck ass without upgrades/vet. Those at least stay relevant late game where pio's combat utility falls off. Well, pios won't carry zooks, but you won't use echelons as frontlines in anything above 1v1. Pios, unlike echelons of all engineers, can actually plant useful mines. I wouldn't neglect it as late game potential. In: COH2 Balance |
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VSLord_Tas YT: Invincible Valentin 7th Panzer Division.Frodosynthesis Very Important VIP Person Mitchel_House(RUS)How to pokeby: Protos Angelus map: Unknown1-469
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