It's not really OP. Can be toxic on some maps, eg. placing it defensively on Lienne forest on the right side of the bottom fuel can easily lock out any infantry advances. Also it's quite far from indirects like pak howi and mortars. Also, the other approach is through a narrow gap inside a forest, which can be a death trap. Combine it with it's lethal cannon (it often wipes a whole squad in 3-4 shots), it can be a menace. On the other hand, OKW will invest into defending it, so that gives you some breathing room.
It all depends on the map. The Schwerer is not really OP, being static and unable to ground target. It's strong on large maps where you can place it defensively, making it only killable by a deep dive (which is in itself risky) or offmap (lots of muni investment).
If I was forced to change it, I'd reduce lethality and increase suppression. So that it will not just straight wipe in a couple of seconds, but rather suppress. I'd also make it scale with range, less suppression and lethality at max range, more so the closer you are. I'd also increase close range penetration if need be, so that if you run around it with a t34, you won't be as safe as you think. And it wouldn't just instantly suppress/kill at max range if you run into it
I've destroyed many a schwerer as USF. It usually takes about 5 barrages from 2 pak howis to kill it (I always play dual pak howi, so 2 barrages from both, which is 4, and then one more from any pak howi).
I've also had many a schwerer destroyed by brits. But as I play OKW only in custom games, I always place the schwerer near the frontlines for the shi** and giggles.
It's definitely not OP. Wipey and strong, but not OP due to the sole fact that it's static.
Cancerous on teamgame maps like Redball, Lienne, etc. but quite normal on 1v1 maps and some 2v2.
In most teamgames scenarios, you want to scout ahead with infantry as you will almost exclusively encounter a raketen/pak wall, especially in 3v3+. So you want to scout and push with infantry first, which can instantly be shut down by a single schwerer. Then you know there is a schwerer and you know that you can't just push, so you invest time and money into destroying it first, which makes you vulnerable to pushes. On the other hand, if you manage to destroy the Schwerer, you demoralize most opponents and buy yourself some time. Against well coordinated opponents, schwerer will be most toxic and well placed and defended, denying infantry/LV advances. Against randoms, destroy it and one will rage, even if top 20.
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Post History of Protos Angelus
Thread: OKW Flak HQ Lethality8 Oct 2021, 10:38 AM
In: COH2 Balance |
Thread: Question about latency6 Oct 2021, 10:24 AM
Relic has the opportunity to implement cloud-based shards of on-demand servers that spin up to accommodate players' physical location and then start matchmaking them from there. e.g. AWS regions for those who want to do more reading. Of course they will use COH2 engine. It's a well developed engine truth be told. If they iron it out and optimize it, I don't see why not. Also, the network part of the engine can be rewritten. Usually for these parts of the game, you implement different methods and strategies so that adding sh** to it is easier (similar to factory in Java, etc.). I highly doubt everyone will connect to one server like in COH2. I'm pretty sure they will implement something new. In: COH2 Balance |
Thread: Why S mine field exist in this game?2 Oct 2021, 22:24 PM
Use one barrage to clear it. It's really not that OP. With one sweeper you can walk through it without any problems since sweepers disable the activation of mines unless an AOE hits them. Literally one barrage from mortar/pakhowi/ZiS will clear it. It's a completely fine minefield, especially since it's visible with a sign (sign can bug out or be completely disguised amidst the clutter but that's another thing). You can also use a LV like stuart/t70/AAHT/tanks.... to trigger the mines without any damage to the crew. In: COH2 Balance |
Thread: JP4 performance29 Sep 2021, 20:47 PM
In 3v3 there is always a JP4 wall sooner or later on most maps. You won't play it in the tourney because a Panther is generally a better choice. Much more mobile and counters every tank, hard. JP4 is more difficult to use and a more defensive tank, used to solidify the position. In 1v1 there is no such thing as solidifying. In 2v2+ there most certainly is. In 3v3 it's most common. With 60% penetration and a couple of seconds between shots, no tank wants to stand in the line of fire for too long. With a bit of luck on JP4 side, your tank goes bye-bye. So yeah, it's OP in teamgames but not because of it's stats or whatever. JP4 should have lower armour IMHO since it has such low target size and becomes a 5-shot tank with veterancy. But the main strength of JP4 is in map design. Put 1-2 JP4s on a map like redball. Combine it with a stuka and a KT and you have an impenetrable fortress that will only ever be pushed back by 2 opponents combined. Such nonsense would not work on 1v1 maps and some 2v2 In: COH2 Balance |
Thread: JP4 performance29 Sep 2021, 20:26 PM
JP4 is by far the best TD in the game. Insanely good ROF. Insanely survivable. Penetration is decent enough to warrant pens on pretty much all stock tanks. Even when it goes against heavy tanks, the ROF is enough to warrant a couple of pens. It's been OP for a long time. Nobody talked about it because the Jackson has been the main thorn in OST players regarding TDs. But in teamgames, on lane-y maps, Jackson doesn't hold a candle to JP4. Pretty much every thread was filled with whataboutisms and so nobody talked about JP4. lol hope this thread is a joke. Jp4 is to counter medium tanks and below. like other TD's its got no chance vs inf and At guns and doesn't reliably pen tanks with decent armour. Yes, it has some superior stats to other 60 range TD's but its lacking in 1 critical department and that's high penetration. JP4 has a 60% chance to pen a Comet. That's more than enough coupled with the ROF it has. Even when going vs an IS-2. The penetration chance is 50%. You won't kill an IS-2, but you will most definitely keep it in check. Put a JP4 on a lane-y map, combine it with a P4 and a stuka, and you have a perfect reply to anything in teamgames. Especially since diving a JP4 is difficult. You can't fire on the move due to the 17 target size and you have to go behind it due to 230 armour. Not to mention it's a 5 shot tank at vet2. It's literally a perfect TD considering OKW playstyle. The lower penetration is there because it shoots hella-fast. In: COH2 Balance |
Thread: What was old CoH2 infantry combat like?29 Sep 2021, 15:18 PM
I think you're right. USF campaign as well. Models drop left and right there and most of the stats are unchanged. Much different combat than the multiplayer/skirmish part. Most of it is broken/bugged as well. In: COH2 Gameplay |
Thread: Question about latency28 Sep 2021, 09:28 AM
The game is not Peer to Peer as far as I can tell. All players connect to the Relic server in the US (Or Canada?). So you have a basic latency that is due to the physical distance (EU-US or Asia-US or US-US). Next up is the fact that the package goes from your computer, over the router and then hops along to the ISP, which redirects it through many routers all the way to the US server. You can use cmd command "tracert" to check all the hops a package makes before it arrives to it's destination. It's similar to -ping but it also shows each and every address it visits along the way. Then you've also got the general server stability. I have also noticed that when I play with eastern Asians (China, SKorea, Japan) I get a much higher ping than when I play with fellow Europeans (NL, Germany, Russia, etc...). So all that leads to the overall ping for a match. With Asians my latency is about 1 second on a good day, and 3s on a bad day (due to bad server status). With Europeans, it's about 100-300 ms or 0.1 to 0.3s on a good day and about 1.5s on a bad one. I have a stopwatch near me so I can measure the time it takes for the server to register my command so I measure whenever I feel there is a delay. Point is, except for taking a new and better ISP or router, there is nothing you can do. Getting a new router is the best course of action. Old ones can drop packages and whatnot. Hope this helps. In: COH2 Balance |
Thread: USA scotts (M8A1)27 Sep 2021, 19:07 PM
Katyusha and stuka and werfer are all alpha dmg units. They barrage, kill plenty of models in skilled hands and get the f*** back to base. Scott on the other hand needs to stay on the frontlines to be effective, and with 50 Autofire range, you won't be using it much except for the smoke barrage. Scott usually arrives the last, if it arrives at all (speaking for 3v3). With 50 autofire range, you won't be using it for barrages much because they are quite accurate, and against skilled opponents, you won't really kill paks or raketen or MGs. Will damage it a lot, but not kill. Most people I play against usually move the pak or MG after the first shell lands. It's not that hard in 3v3 as you're not fighting all over the map, but on a certain "VP lane". It takes 3-5 seconds to move the pak/mg to a safer spot to deny the scott barrage whilst not losing anything in terms of vision for shooting the pak (since the maps are lane-y and most sightblockers are destroyed in Scott timing). I don't think I've ever had a scott survive if I use it to autofire against blobs (late game double paks kill it in 3 seconds). I even consider myself to be quite good at micro and using both reverse and hold fire, etc, but unless the vehicle has 99999 acceleration, you won't get out in time. And for barrages. Again. Not really something I take to displace MGs or Paks because the barrage really is accurate. If you see where the first shell lands, you don't have to move the weapon team a lot to deny the scott barrage (eg, you see calliope or katy or werfer or stuka, you get the FU*K out because the AOE is huge). The only real use for Scotts in late game is the smoke. Smoke is the saving grace for Scotts in teamgames. The smoke barrage is long range, has excellent spread and scatter and really blocks. You won't kill anything, but you will buy yourself some time to organize a defense/offense. Again. This is for 3v3+. I can't talk for 1v1. I'm guessing the low AOE but highly accurate barrages are more useful there, as just damaging a unit is enough, and it's much harder to manage your army across all map, so a scott barrage will get a few hits more in, before the MG/pak/raketen... displace Talking about the scott as a backline unit is not really transparent. It's not a fronline unit, but definitely not a backline one as well. Somewhere in between. A pak howi is a backline unit. Scott needs a rework. All these push/pull changes won't really fix the core problem: it's overlap with pak howi. Right now they are both barraging units. Pak howi deals more damage and has better AOE (+ better veterancy) but is really really slow and easy to kill (the 5->6 models made it 1% more survivable). Scott is quite agile but has low dmg/AOE and a short autofire range. |Plus| Both suck vs blobs: Pak howi because it's slow to rotate and fire, and after the last AOE nerf, doesn't punish as much. Also, the shells take quite long to land. Scott because it has low AOE but high accuracy (you generally want scatter vs blobs for both shock effect and more dmg) and short autofire. Why scott was not given an autofire mode that actually has decent AOE/dmg and a barrage that has a high scatter (as to not be good vs single MG/pak). And pak with a high scatter autofire but high dmg/AOE barrage (so it's good vs static, bad vs mobile). Scott would also be made a 2 shot unit and target size reduced to 17 (currently it has 19 target size which I think is a bit too much; StugE which has more armour and HP and really is larger, has 17 target size). So in the end you would have an autofire specialist Scott that could somewhat deal with blobs and a pak howi with a inaccurate autofire but deadly barrage. Scott would have lower target size but also 320 HP and a pak howi would also go back to being 5 man. In: COH2 Balance |
Thread: Can the stug E be made more like the Scot at t427 Sep 2021, 15:04 PM
OST has brummbar and werfer alongside Stug E. Stug E is a cheaper knockoff. USF has scott which is somewhat useful now with barraging (Would still prefer if it had worse barrage and stronger autofire, so it doesn't contest with the pak howi which is mainly a barraging weapon), and that's it. So this whole thread is nonsensical. In: COH2 Balance |
Thread: USA scotts (M8A1)25 Sep 2021, 14:24 PM
Snares on rifles are downright useless. Low range, extra long animation. 80% of the time the snare will cancel due to the animation bugging out. Snares on rifles and mines on RE are downright useless in most scenarios. Heck, I've had situations where a 222 dived on my AAHT and managed to kill it before the snares were fired from the riflemen. So a rotating AAHT couldn't fire the cannon due to the rotation and the animation took so long that the AAHT died. A couple of seconds later, 2 snares start flying. Or what about the ever brilliant "snare model died". Heck, lost a whole squad not once due to the long animation where you try to snare a 50% hp P4, only to have the squad die because the snare takes too long. Same with RE. The vehicle stun is short, and most of the time means nothing, especially on large maps in 3v3+. In 1v1 the RE stun mine can be utilized because when you react, the supporting units have less territory to traverse. In: COH2 Balance |
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