While I do think that stock OKW P4 has a tad higher armour than it should, this is just pure bad luck IMHO.
And that's why I never go for the M1-57 in teamgames. Just get double zook on RE, double zook on major and with the AA HT and double pak howi to plug the no-bar rifles and you're good to go. Won't go on the offensive as zooks don't have 60 range, but you'll be great on the defensive against any and all P4 dives.
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Post History of Protos Angelus
Thread: USA M1(ATgun) Balanced? Or OKW P4 unbalanced?12 Sep 2021, 18:12 PM
In: COH2 Balance |
Thread: USA scotts (M8A1)12 Sep 2021, 14:33 PM
Axis, OKW in particular should never complain about having vision problems or allies having vision OP units. Pathfinders maybe need a slight veterancy xp nerf, but other than that, they are completely normal and completely overshadowed by JLI In: COH2 Balance |
Thread: USA scotts (M8A1)12 Sep 2021, 14:29 PM
True, but you're overstating the "fire all the time". It can't really fire all the time. It can do so in 1v1, perhaps, but in larger modes... I don't know of a single 3v3+ map that has LoS blockers over which the Scott can shoot with ground target. Well ok, mid VP big crates on Hamburger port for one side only (top side has the wall but that's super risky due the the big road that is easy pickings). There is a much bigger impact of wiping 2-3 squads at once with a katy/werfer/stuka than taking model by model with a scott. Mainly, because the rest of the models will do damage to whatever is there. If I fire a katy barrage on 2 obers, they will retreat instantly or risk wipe or both. If I micro with the scott to ground target over something, micro the units to engage obers at a favorable distance, only so that the scott misses or takes out a bit of hp of the obers, they will still do damage to my squads, bleed my MP by 80+ if they're at vet2 and lose maybe one or two models of the bunch. Sure, the katy will go on CD, but I've possibly taken out 2 obers without losing any MP. And in teamgames, the CD on katy/werfer/stuka is useless. The volume of units on a non-proportionally bigger map means you need more time to plan the attack. So yeah, there is a CD, but in 99% of cases, the CD will be gone once the threat reappears. Scotts being able to fire all the time is only possible if you're playing against complete mor***. Most of the time, scotts are used to barrage, preferably, smoke barrage (the best feature of Scotts). 2nd point. Sometimes katy/werfer misses. In 1v1 and sometimes in 2v2. 3v3 and 4v4, never. Unless you target a specific unit. That's something that is then easy to spot and dodge. Eg. you have 3 rifles advancing on your VP enemy and you hear the salvo. You won't retreat as some people expect it, you won't advance as some people deny that, you will side-step. Same with stuka and katy. With the barrage from Scotts you can stay out of range. Yeah, sure, you can stay out of range. You can stay out of range with every indirect weapon, except vs 17pounder/pak43. This is not something special to Scott and as such provides no argument. Again, last point. Some maps. I seldom play 2v2, and when I do so, it's unranked so I don't know, but on 3v3+ I don't know, except for the Burger King, of any map that has LoS over which the Scott can fire more than 2 shells without being in danger (that might or might not do any dmg) In: COH2 Balance |
Thread: USA scotts (M8A1)12 Sep 2021, 10:29 AM
LOL pathfinders being the problem. JLI are a couple of times more combatitive, whilst providing the sight. Paths only have the sight, especially the airborne ones that drop bars like crazy. LoL, paths being OP xD. That's some L2P issue right there Is this poll pinned because someone can't counter pathfinder(with Bazooka) + scott spam? Most likely. Somebody lost to a paths + scott spam and decided to vent it out here In: COH2 Balance |
Thread: USA scotts (M8A1)11 Sep 2021, 23:44 PM
Scotts are OP in teamgames, 1v1s not so much. i think the core problem is however pathfinders spotting for everything and being utterly broken sight wise. 4v4? Because I haven't seen one in ages from any USF ally, and haven't even played against it in custom games which are definitely not ranked... in 3v3. I'd guess that in 4v4 where your teammate is covering for you, right next to you, you can get away with scotts, but in 3v3 where you're basically fighting a 1v1 on a pretty small lane with occasional flanks, the scotts are a weakness vs non-sleeping opponents. Or are you talking about 2v2? I can only speak for 3v3 where I honest to God have not seen a Scott in both high level mathups and those 23:00h rank 600+ matchups, nor the leisure "whoever joins the lobby" matchups In: COH2 Balance |
Thread: USA scotts (M8A1)11 Sep 2021, 23:33 PM
I'm speaking from a 3v3 perspective. I'd buff the scott autofire and nerf the barrage accuracy. I'd also buff the pak howi AOE, nerf autofire accuracy. A single pak howi is downright useless vs anything with half a brain cell. Double pak howi are good (used to be great before the AOE nerf). 6 man didn't change the survivability of the howi so no point in keeping it. Same with scott. Scott is a t4 unit with a fuel cost that contests with the pak howi currently (both favour barrages). Pak howi is mostly used to barrage entrenched positions. The autofire of pak howi is useless vs anything that moves (long rotation time, long firing time, long shell fly-time). My argumentation is that the scott should have good autofire specifications to deny the blobs, smoke barrage to help out against elefants and the likes and a barrage with a large scatter to further deny frontline blobs, whilst being useless vs a single MG42 or single w/e. Large scatter would insure that the damage is distributed across the area. Right now the barrage is really really accurate, making it quite good vs single MG42s and the likes, but useless vs anything that moves around. Pak howi on the other hand should be great vs entrenched enemies and weak vs moving. Right now you need double pak howis to punish infantry. With double paks you really really do punish infantry, but that's to be expected as it's not a linear growth. 2 pak howi >>> 1 pak howi. Currently it's good vs entrenched and useless vs moving (rotation, fly-time, aim-time). It should have buffed AOE and nerfed scatter/accuracy + make it 5 man again. But those are all changes at 1:31 GMT +2 and are quite extensive. Basically reworking both units so that they do not overlap in their roles as they do currently. Well, Scott has the ever so brilliant for teamgames smoke barrages, which are a life saver vs walls of team weapons and heavies, but also is the last unit to be built. If you can't rocket arty them, at least smoke them. If anything, I'd call it fine-ish. A "Mustn't get a nerf" fine-ish. In: COH2 Balance |
Thread: Relief for USF teching problems11 Sep 2021, 16:40 PM
I have never ever seen it. That's my experience from it. My AA HT did once kill a puma that was diving against an allied t34 but that was a really low rank game. Otherwise, never seen a puma struggle with an AA HT in any of my games. If puma is killed by the AA HT then it's the player's fault. It's not a stupid comparison. It's literally the "you're using it wrong". Barred up rifles can kill a puma after a snare, that's not the question. Puma is not hard to kill. Puma has the range and the damage to kite the 6 minute mark AA HT. And if your puma dies before a 15 minute mark to an isolated AA HT (let's say he retreated), then you're really a mega noob. I mean the level of argument "Puma was not focusing the AA HT but instead was going for the allied cromwell and my AA HT killed it. Therefore the AA HT is good vs a Puma". That's proper nonsense. AA HT is a decent LV, but nothing beyond that. Best in that timing is 222. A bit later, the t70. AA HT is a good investment in teamgames, no doubt. Ofc if you keep it alive for the AA job later on. In: COH2 Gameplay |
Thread: Relief for USF teching problems11 Sep 2021, 11:57 AM
You can definitely beat a puma with the aaht. I've done it several times. You do have to catch it off gaurd and get the first strike, but the main cannon beats the puma. People who panic and try to run from the puma will lose. Stand your ground if you're in range. Possible, but highly unlikely. Reload on AAHT is about 8 seconds. Puma needs about 11 seconds to kill the AA HT. With 50 range that's ez. Let's say puma is retarded and closes in. Don't know why a Puma would need to close in to a 20 size LV but ok, let's say it does. 40 dmg per hit, it needs 10 hits on Puma to kill it. It will always penetrate, so only problem is missing. Rotating the AA HT disables the main cannon, so puma can rotate around it. Sorry but losing a Puma to an AA HT means the user of the Puma is beyond retarded. That's like losing a KT to a Sherman. Seen it happen. Seen a KT go down in a ranked game to a single M4 sherman and then a ragequit saying how USF is OP. Same thing In: COH2 Gameplay |
Thread: Relief for USF teching problems11 Sep 2021, 09:21 AM
I did not say it's bad. I quite like the AA HT. I'm like Gollum on it. We loves and hates it. And I don't think it's exaggerated, regarding the movement on it. Stop works most of the time, but fails when you want to target specific units or even ground target. Considering suppression, it's not really great, decent enough for a LV. I've never seen it win against a puma, don't think it's possible unless puma misses 5 shots. I do consider AA HT to be useful in teamgames. If you keep it alive, it's a great AA platform. It can cover against infantry blob flanks, giving you ample time to react. Biggest threat is the double raketen. At minute 6 it's quite oppressive and gives the USF the much needed power vs MG42 spams in teamgames and generally volks behind sandbags. Wins vs everything except a Puma, so that's great. Although 222 can take it out, if the gun is not fully loaded (reload is very long). In: COH2 Gameplay |
Thread: Relief for USF teching problems10 Sep 2021, 23:53 PM
AA HT suppresses on the move poorly. Mostly because on the move it's a big pile of shit-mess. On one hand, it shoots out of it's ass, on the other, the game wants to rotate it facing forward thinking it shoots like every other normal vehicle. But then the game sees that it shoots out of it's ass and wants to rotate it 180 again. So basically if you do not STOP the vehicle or Handbrake it, AA HT will throw a tantrum. Trust me, I've played AA HT in 90% of my 3v3 games, always at a 6 minute mark and the amount of cancer I still get from it, even after mastering it completely is amazing. Sometimes it suppresses on the first volley, sometimes it won't suppress for 20 seconds (had it happen vs no cover). AOE suppression is also sh** if I'm not mistaken. Never seen it suppress more than one squad unless super clumped up. Tried using it vs blobs when I didn't have a calliope commander, and even with perfect micro, it never suppressed more than one unit in a blob. That's my experience of 500 ranked and about 100 non ranked USF games I've played in 999 hours I have in COH2. Also, playing as OKW, I rarely see AA HT in 3v3s. Real rarity. But those are leisure games and I don't think people want to be bothered by getting an aneurysm of controlling the AA HT In: COH2 Gameplay |
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