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https://coh2stats.com/players/76561198031032150
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Post History of Protos Angelus
Thread: Should doctrinal units/upgrades be superior?30 Jun 2020, 14:01 PM
Well, I agree that there should be a soft counter to doctrinal units in all non doctrinal ones. USF for example can't counter Axis arty without taking arty commander. I'm not sure about having a hard counter in non doctrinal. Trying to pull that off would totally destroy balance as you would need to introduce a whole lot more units and overhaul existing. Soft counters would be better at this stage. However, I doubt this will happen. Every faction has it's strengths and has units that have no hard counter non doctrinal. Units like that are walking stuka, Jackson (panthers are soft counters), werfer, Calliope, Elefant/Jagdtiger, Raketen (infantry is soft counter due to retreat)... just at the top of my head. In: COH2 Balance |
Thread: Grens changes29 Jun 2020, 10:41 AM
I agree with Katitof on this one. People expect to play OST as you play USF, and expect to play OKW as you play SOV. OST is a defensive/reactive faction that can hold any point and relies on weapon teams (best weapon teams in game). 4 man Gren can easily stand to USF rifleman when both are in green cover (5 man kills them). Upgrade grens with MG42 and it can stand vs anything in cover, even out of it. I mean, by the same logics, you can call Sturms OP on most maps. They just run into you and wipe you completely. My rifles often lose vs Sturms when they are in buildings as Sturms just rush to the building and shoot. They once wiped my captain in 3 seconds, coming around the bush. Grens are not OP nor UP. In: COH2 Balance |
Thread: Mappatch 2020 - Info28 Jun 2020, 22:34 PM
I wouldn't really go with smaller maps in 3v3. Maps like ettelbruck station really suffer from arty spam. 2 games ago I was playing vs 2x OKW and 1x OST and 2 of them went for arty commanders. Safe to say that our base was getting constantly shelled. 3v3 definitely needs to be played on more open, larger maps like Fields of W, Express Balls, and the like. Angermunde is an all around bad map with lots of close quarters and buildings (favoring early MG/sturm spam). There are a couple of badly designed maps that favor one play style in 3v3 and 4v4 but it's mostly good. In: Lobby |
Thread: USF Quality of Life base change28 Jun 2020, 09:23 AM
And it's balanced for some smaller 3v3 maps to shell the USF base constantly and you can't reinforce your units cause if you get close to base, they clump up and get wiped... and the pathfinding inside/along the margins of the base.... It's not seldom for my units to go all around the base to pick up weapons that are right in front of them. All those tiny inconveniences add up in one 30+ minute game. Brick by brick and you have a palace. In: COH2 Balance |
Thread: USF Quality of Life base change27 Jun 2020, 12:20 PM
Will there ever be a change to the USF base design? The pathfinding is horrible within the base when choosing the upgrade or just plain leaving the HQ. Another thing is if you retreat 2 (or God forbid more) units that are in close vicinity of one another when the retreat has been pressed, they will reach the base and just clump up on one-another, getting stuck in a static retreat for 2-5 seconds. Also on smaller team maps, the Axis LeHF arty can reach the base and you can't really spread out your units to avoid wipes since it's dense and cluttered, and if you do spread out you can't reinforce since the radius is quite low. A simple quality of life change for USF by opening up the base more or complete overhaul. In: COH2 Balance |
Thread: US Pak Howitzer Is Out Of Control 25 Jun 2020, 15:40 PM
Axis weeaboos crying about overpowered howitzer, ISU-152, Jackson, Brits, soviets, M20, Scott, and whatnot. PakH is anything but overpowered. You need exactly one squad flanking to kill it, or werfer, or mortar, or Leig. Man the people on these forums are Bdead. How can you call an anti-camp unit OP? PakH is a response to MG spam since the US mortar is ineffective and getting it early on leads to other problems especially if playing vs OKW. PakH is slow moving/rotating, useless vs anything that's moving...unless it's a blob. Then targeting the first squad of the blob will secure a blow to the rearmost squad (delay). It's easy to decrew which leads to a lot of bleed and you need to constantly keep moving it around since werfers and stukas and mortars will make short work of it. I've seen people complain in game as to why am I using the OP PakHowi, while they spam bunkers and MGs and grens with MG42s. Sure, you spam the MG42s which pin in a second any squad out of green cover and I won't use the pak but mortars and wait a couple of minutes for the mortar barrage to kill one MG squad... sure PakH is great early on but as the game progresses and there are stukas and werfers, the 1 or 2 PakHowits you have are going to be a real micro/bleed problem. Furthermore, if the enemy goes LeHF arty, you can kiss the howits bye bye after the counter barrage. That's the real cancer, team games with LeHF. The high scatter will ensure that there is no safe place in the vicinity of the bombardment. You're moving your units one screen away from your PakHowits which are under arty counter-fire and all of a sudden, you lose one squad to a random shell. Happened enough times to start doubting everything I learned in the statistics class. I remember a game on fields of winnekendonk where I had a howi in base shelling the OST blob trying to push all the way, and all of a sudden 2 LeHFs start shelling my base. 2 shells completely wiped 4 reinforcing infantry spread apart (scatter). On one hand you have a mobile mini arty piece that is a good unit. On other, you have a static arty which can shell any part of map and completely shut down pak howits with counter ability. In: COH2 Balance |
Thread: Top 5 reasons for the good high rank game24 Jun 2020, 16:52 PM
If you're playing random teammates. There is not much you can do. AFKers, campers, newbie-like players (after 800+hours nonetheless)... etc. Beyond that, what you said. Also, I'd like to add...flanking. Most of the games you will see people focus the mid VP while holding the closer ones with a bunker and maybe one unit. Use that. A lot of the map is undefended and unguarded. Use that to sneak one or 2 units to flank or one cheaper tank to take out anything it can. Works wonders in team games. Less viable in 2v2 since the maps are smaller and denser so somebody is bound to spot you. In: COH2 Gameplay |
Thread: USF on life support23 Jun 2020, 01:33 AM
Just going to do my quick run down of each unit, granted this in current meta with me mostly playing 2s and 4s with only a few in-house 1v1s with friends. I agree that USF in team games is under performing whilst in 1v1 it can hold it's ground to anyone. In random ranked I only play USF and I play 3v3. In that mode I always win early and control the map, flank with smokes, etc. but once T4 comes I can only hope on Jackson to keep the line. I begin relying on Brits and Soviets from some heavier tanks and arty pieces. I usually play Heavy Cav and except the combined forces (USF is not designed for pushes so it's really situational), it's got good abilities (offmap smoke can be a life saver). With that in mind, I would say that USF is versatile and good in early game but you can not go late game with them. Jacksons will get outmatched by Jagd or Ele. Howits by stukas or werfers. Grens with MG42s will wipe infantry pushes. Panthers will outclass Jacksons (roles shift so Jacksons don't need range in most of late offensive situations). And Axis has a Hail Mary up their sleeve. I've seen it quite a few times. Stack as much armour as you can, guess where the mines are not and push (pios scout first). The superior armour/hp will guarantee that any 1v1 combat will be in axis favour. Summa summarum. USF good in 1v1 and 2v2 all game. Good 3v3 and 4v4 early game. 3v3 and 4v4 dependent on UKF/Soviets in late game. Medium game is also good in all modes because of Jackson and it's ability to hold the line against armour pushes and howi against blobs/early encampments. Like @EtherealDragon said. Late game in team games is arty-fest and USF (doc and stock) is lackluster. In: COH2 Balance |
Thread: Mini Patch - June 22 202023 Jun 2020, 00:30 AM
You remove autofire from Pack Howi, you introduce even more microing (read howi doing nothing). USF is micro intensive already, that change would make it doubly so. I mean, God forbid if you press right click to attack even when AA HT is facing the enemy with it's gun (fun bug, it will just keep rotating, it wants to face front to attack but it can't so it will keep spinning and attacking when possible). Only viable nerf to US howi would be to reduce any type of accuracy on autofire and reduce slightly barrage CD (nerf/buff). Any nerfs to it's damage or AOE would just kill it since it's only viable against static opponents. In most of my USF games I have never seen anyone not be able to deal with howits one way or another (or when playing against howits, never seen them as a "Oh no, he went for howits"). From my experience, werfer, stuka, LeFH arty are great counters. They can easily kill the whole squad on pack and force bleed. I mean, I once fired my pack howi from my base on Winnekendonk to defend vs a blod and 2 LeFH counterbaraged my base from their garden. People complaining about Ally OP but nobody addressing the Axis gardening potential in team games (Pak 88 + LeFH + MG bunkers + Elefant/JT). If by some chance you have no good offmap arty, axis can lock down a game just by spamming arty and parking heavies behind 2 VPs. Another "balance" issue. The LeFH has high scatter, and it's a hidden gem on it. You're walking 2 of your rifleman or infantry or penals along your territory and you see some wild bombs dropping and so you move away and one drops outside of the "obvious" area and wipes both squads. 3 games ago I played against such an encamped team on Hill 400. We were winning 400-100 and had 60% of map in control. All of a sudden bombs started dropping on the mid VP. For 4 whole minutes we couldn't cap it. Either werfer, or stuka or some arty or planes. And if you try to push with tanks, 2 Paks have it covered. And infantry, 3 MG bunkers. Smart play by axis, had only MGs, pioneers and rest was encampment and we had 2 USF and 1 Soviet. Soviet went for Katyushas to try to break the garden but it was impossible. The Heavy cav on me and Mechanized on my US ally -> No arty. We lost 0-13. Every flank was either super mined or had MG bunkers. One elefant into that equation and it shuts down all Jacksons and SU85s. Every flank, coordinated attack was shut down by arty, MGs, 88s.... Maginot line has nothing on the encampment the axis can create. 1v1 and 2v2 is balanced. Well balanced I would say. 3v3 and 4v4 are seriously in axis favor if you do not snowball them early on. EDIT: Seriously in axis favor if the draft is bad (2USF usually leads to a loss if the game goes late). Generally the balance in team games is slightly in axis favor if the draft is good for allies. Of course, that's concerning random teammates. I'm sure that pre-mades can make anyone yell "Unbalanced!!!! OP OP OP (or UP UP UP)" In: COH2 Gameplay |
Thread: US Pak Howitzer Is Out Of Control 20 Jun 2020, 18:49 PM
And yet the forum is spammed by OP this or OP that threads. The last thing I will post here is the question. How old are you? (you do not have to answer if you do not want to) In: COH2 Balance |
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