Quite a decent top 100, 3v3 game on Winnekendonk |
Neither faction has a merge.
You will almost never lose either a leig not a pak howi to direct fire, same with the 120mm. You lose them all to being out indirected. I don't feel the 120 would need a cost reduction for losing retreat, as it already has the ability to limp away with 1 model (see oak howi for how much of a benifit this is)
Its range is its retreat and an enemy managing to get in there and out play that shouldn't be met with a bonus to survival.
Pak howi target size of crew is 1.25, Leig is 1. Pak howi will go down to elite units in a couple of seconds. Stock like grens a bit more. When you also mention the fact that pak howi is horribly slow and non-agile, you will never ever not lose a pak howi to small arms fire. Mortar has more survivability but less firepower and is doctrinal. Leig sits somewhere in between. It's more accurate and more reliable than a pak howi but the shells are weaker and the crew is smaller BUT they are more spaced out.
120mm is completely fine. It's survivable but also shit at hitting anything that moves. |
3500 Wehrmacht games
I think he made about 7 222s, 3 halftracks and ofc, the genius pgrens in halftrack rush. You can go vs cancerous builds, but this is next level cancerous.
Map: Redball
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Wasn't my question valid? I was comparing the same commander skills 180 MUNI vs 275 MUNI?
No wonder what happened to this game. Full of self-righteous retarded members of the community and one of them is you and this katitof.
If you feel being insulted with my threads fucking go somewhere else. Or you we can do 1v1 to test your intelligence.
Whatever you say kiddo. |
LOL, we can play 1v1, add me. You're always on my thread always wanting attention like a cute idiot with nothing to offer but insult.
And you offer intelligence insulting threads so... I mean the comparison is primary school level at best. |
bruh, use the ingame console
Never bothered with the ingame console. It's easier and less intrusive that way. Sure the error is larger since I have to gauge by "feeling" but it's not really a problem for me. Measured enough in 5 years of physics studies to not have a problem with it |
I am sick to fucking death of this POS unit.
Every fucking game vs sov is the same, constantly being bombarded for almost the entirety of the game because its virtually unkillable. The only time you will kill this POS is if the opposing player goes afk.
It is absolute cancer ( in a faction that is overflowing with cheese and cancer ) and simply reinforces shitting campy playstyle with the game just dragging on way longer than it needs.
To those that say it is balanced for the price, I would say that is bullshit because it forces the axis player to constantly move any unit in range or risk major damage or wipe, whilest at the same time the 120 can remain stationary just outside base or even in base on some maps.
A unit does not have to be killing shit left and right to be OP. If it requires virtually no micro and is almost unkillable then it is OP or at the very least cancer.
Balance team really need to take their heads out of their arses and consider if changes to a unit will make the game unenjoyable because it was blatantly OBVIOUS that any improvement to the 120 would make it cancer.
Finally those that want to disagree and say its not that strong then why is it in every fucking game....
If it's so cancerous, play as soviets and reach top10 with one build only. |
Players abusing the commander bug replay. Uploaded for the purpose of penalizing said players.
Also confirmed the ping problems when playing with distant players.
All 3 opponents are from S.Korea, the lag/delay/ping was on average 2 seconds, sometimes climbing to 4. Such monstrosities do not occur when playing with fellow European players or West Asian (Georgia, Russia...) or North African or North American. Seems that the distance Croatia-S.Korea coupled with the distance Croatia-NA (Where the server to which all players connect to is located) and S.Korea-NA causes this delay. I have played against premade 3x players from North America and usually had stable pings, ranging from 0.3-0.8s (on average, measured always with a phone stopwatch which I keep near me in case I notice some abnormalities).
Tip: Seems that 19.00h GMT+2 is a time when S.Koreans still play, so avoid if you value good connection.
EDIT: Same goes for China/Japan/EastAsia |
Yeah, pretty disappointing that this hasn't been patched. Not sure if it was deemed unfixable for whatever reason or just went under the radar, but as far as I'm concerned this glitch was one of the main things that made the ST broken and abuseable.
It's still easily reproducible. There are two bugs really for ST. One is shooting over the max range by 2-5 units (tested in testmap), the other is the fast fire bug. I can reproduce it by using the cannon while the tank is still driving up to the target. You can shoot in less than 2 seconds once you're in the range. Both remain unfixed. |
I also think it is sometimes a bit odd how all those sand backs just fall off and everything is back to normal, but that's more a visual thing.
Gameplay wise, I think a tiny nerf after getting out of hull down would be beneficial. It is just strange that this tank can instantly pounce on you once your tank got hit once or twice. However, I don't like those delays very much that prohibit your unit from movement. Maybe those can be implemented in different ways, but for example the USF ambulance has a small window of time where it won't accept orders. I have often forgotten to move it because I ordered the move command too quickly after ending the AoE heal ability.
My suggestion for hull down would be an accerelation nerf for the first 1-3 seconds. This would also simulate that these tanks have been dug in below ground level (not sure about the visuals in CoH2 apart from sandbags, but at least in reality this was the case) so they have to move slightly uphill when getting out of their position.
That is a very tidy and neat solution. Reduce acceleration for a couple of seconds. You can still issue orders to it, so you won't be f***** by the latency of a multiplayer match (eg, pressing retreat on one unit and disembark on a tank and then having the tank crew disembark and retreat).
Something that should def. be included if there is every a small hotfix/patch in the future. |