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How much wood could a woodchuck chuck, if a woodchuck could chuck wood?
https://coh2stats.com/players/76561198031032150
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Post History of Protos Angelus
Thread: Which SOV squad should replace Penals as AT infantry?1 Dec 2021, 22:34 PM
Penals are in the best spot they have been since ever. Not OP, not UP, a quick AT squad if you need one. Stop with all this BS about penals being UP or useless or not needed. 3x PTSR on them is great. In: COH2 Balance |
Thread: 105mm Sherman and Brummbar should be less durable1 Dec 2021, 16:01 PM
I don't plan to compare them since both are in opposite factions. One one hand vet3 brummbar has more armour but less hp than 105mm at vet3, but on the other hand, pak40 will penetrate 105mm much more often than jacksons/57mm will the brummbar without spending munitions. So it's pointless to compare them head to head. Both should be unique enough to fit inside the faction and both should not be able to escape infantry snared. Be it zooks, shrecks, PTSR or PIATs. Right now both can. 105mm could accelerate better, and have a cannon and whatnot, but top speed should be nerfed on both. That's my take of the 105mm/Brummbar. If you compare brummbar/105mm by the role they play, then you can write something like this: Brummbar has a better cannon and a better nuke and better armour, but it lacks a turret and it's not really mobile. 105mm on the other hand is weaker in the cannon and armour, but it has a 360 turret and is much more mobile than the brummbar. However, when snared, both should be a bit slower than running infantry. That's why I would nerf top speed on 105mm and brummbar, buff brummbar rotation and maybe buff 105mm acceleration and nerf brummbar acceleration. In: COH2 Balance |
Thread: 105mm Sherman and Brummbar should be less durable1 Dec 2021, 14:07 PM
Mobility. Acceleration/max speed. Comparing 105mm and Brummbar, the 105mm has better mobility and a turret but worse AOE/survivability, so trade-offs are fine. However, given how brummbar can reach 312 armour with 800 hp and a mini nuke dispenser, it should be less mobile. That's all I think. M10 tiny as in weak/low hp. The whole point of M10 is to be extremely mobile for hit and runs but due to it's slow turret rotation it falls flat hard, but that ain't the point of this thread. So to sum up, I'd only nerf the acceleration/speed on the brummbar, and in return, buff rotation. That would be a buff for smaller modes and a nerf for larger (where it's more dominant). Most 3v3+ maps don't care about having a turret or not since they are extremely lane-y and there is a massive lack of flanking pathways, especially given how 222 and pios have dominant sight for any flanking attempts. EDIT: Shame I didn't put the replay where I did win a game, but it was sort of a Pyrrhic victory. A brummbar just drove up to double AT guns which were spread out for at least 25 range or so (on average we had better map control throughout the game), bounced 5 shots, took out both AT guns and snared outran the zook carrying echelons with low HP. Now that was bad RNG, sure, but it's not some rare RNG. I've had plenty of such scenarios against the brummbar. The only reason why it got out alive was the fact that it could outrun infantry with handheld AT weapons. Panther and P4s should outrun infantry even when snared, but a brummbar/105mm/ST/priest/... should not. In: COH2 Balance |
Thread: 105mm Sherman and Brummbar should be less durable1 Dec 2021, 11:15 AM
Then I stand corrected. Why is it classified as a heavy tank then? It's lighter than an m36 jackson, less armoured and a bit smaller. Looks bigger and acts bigger ingame. I understand that there is an inherent need that such vehicles in games should be tougher so that their range is not the main weakness, but it could have easily been some sort of a 105mm sherman semi-copy with unique features and not a late game nuke dispenser, especially since 105mm is doctrinal and it's not like OST has problems dealing with blobs or sim-cities (werfer, flame HT, mortar, brummbar, and a couple of doctrinal options). I mean, brummbar is not really OP that it needs some hard nerfs but given how most team game maps are designed in such a way that the lack of a turret is not an issue, and armour/hp are the most important stats, it can be hard to deal with. The count of how many times the double jackson missed or bounced on the brummbar, letting it escape after it just drove up to the capping squad and one hit wiped them, is high. Try that with a 105mm and it's a goner. In: COH2 Balance |
Thread: 105mm Sherman and Brummbar should be less durable1 Dec 2021, 10:23 AM
Probably sturmpanther played OST and the brummbar didn't bounce 10 shots against a wall of AT guns so they decided "you know, brummbar is UP now" Brummbar is not OP at the moment, nor is it UP but it's survivability and target size are laughable. I mean, Jackson has a target size of 24, meaning you can dive it and shoot it on the move. Brummbar, being a fu**ton larger vehicle has a TS of 22, with 260+ armour, ton of HP and not bad mobility considering how heavy/turret-less it is. Heck, it can backpedal faster with the engine damage than infantry can run. At vet3 it has 6.8 max speed, more than Jackson, and closely the same amount as the M10 TD at vet1 (and same target size as the small tiny M10 TD). In: COH2 Balance |
Thread: Who's idea was it to overbuff B-4??30 Nov 2021, 00:32 AM
Truth be told, if you go for the lieu, then you will go for captain and skip major. It's more of a MG problem as if you go for captain, you won't really backtech into the 50 cal In: COH2 Balance |
Thread: Ostheer Accuracy28 Nov 2021, 21:37 PM
Being stationary is not a downside for OST, not really. 222 can easily be vetted up to 3 in 3v3+. Either by harassing on some wide open maps like steppes or by shooting down planes. E8 takes up a command slot and is still a useless tank in all but 1v1s (as far as I see, it's great there). Spotting scopes are not really used in 1v1s since being static there is a no-no for any faction. Although can help when expecting an attack. I've often seen vetted 222s parked in safe spots just spotting with 70 range. And chasing it can be disastrous: a) you're diving a light vehicle with 18/16 target size b) you're diving against a faction that has stock access to mines, widest arc MG and longest snare (aside from fussies). Probably the best scout mechanic that was implemented was in Age of Mythology, Atlantis faction those Oracle guys. When they stood still, the vision would be improved in increments. Move and you lose all of it and have to start again. That way you can't just move a bit and stand still again and have 70 vision. All you said is legit, but stretched. There are plenty of command abilities that take up a slot and are near useless in both axis and allies. Rifle company new halftrack (don't know why you didn't add the mortar ht but ok) Cav rifles being 1CP OST reserve armies, urban pgrens being 2cp (never should have existed and instead should have been some other pgren version) Soviets with the no-income booby traps, conscript/penal repair tactics, partisans, 45mm at gun Just to name a few. The RAM + offmap combo has been nerfed although it was doctrinal and the only way soviets can kill something extra heavy, not to mention the 99% chance of losing the T34. Now, soviets can only kill extra heavies in teamgames if they coordinate well AF. What are you explanations for those? In: COH2 Balance |
Thread: Ostheer Accuracy28 Nov 2021, 14:56 PM
Spotting scopes should not be upgrade-able on recon units. It should be the case of "You don't want 222 to spot but want to have some extra vision on non recon units? Here". Upgrading the P4 removes the pintle upgrade and allows P4 to spot even though it's not a recon unit. Loses some AI power in return. T70 recon mode disables the gun completely. Don't know why spotting scopes have no downside... In: COH2 Balance |
Thread: Pak43: What's even the point? 28 Nov 2021, 10:20 AM
Don't use pak43 on wide open maps. Use it on maps with lots of buildings and shot/sight blockers because pak43 can AUTOMATICALLY shoot through: Smoke Sight-Blocker Shot-Blocker ... meaning stuff like major arty needs vision and sometimes the single pass of the recon plane is not enough as the planes are quite fast (need to react lightning fast). Pak43 will shoot through 10 buildings to fully damage the tank if there is vision. In: COH2 Gameplay |
Thread: Myth about axis casemate TDs and allies with a turret 25 Nov 2021, 17:21 PM
In: COH2 Balance |
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