On one hand I can agree with this. As a 3v3 player, the wide arc on the MG42 coupled with pio sight and PGrens rushing you down is cancerous. As USF you either need to tech nades fast to smoke and sink those precious munis or just play around parts which are not contested (non-fuel parts). Leads to stale games where as USF, you go online once AA HT and pak howis go online. Which is around min 7. (or stuart).
On the other hand, I feel like OST would be in a disadvantage if they didn't go for that build. MG42 is absolutely needed. Grens are great on long range, but quite poor on close. Pios are good close range but only if they are already behind cover.
So OST has the quite effective PGrens at an early timing which do s*** on all mainlines, then further amplified by the fast LV.
Is it unbalanced? Maybe. But that's mostly because of map design. If the maps were not completely lockable by one MG42 then we would have a different story, at least in 3v3+. So I mostly blame the poor map design, rather than OST having "OP" units.
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Post History of Protos Angelus
Thread: Is 3:26 balanced as timing for 1st Pzgren to hit the field?13 May 2021, 15:51 PM
In: COH2 Gameplay |
Thread: Petition to Nerf/Remove Soviet Mortar Flare13 May 2021, 10:38 AM
A) Mortar flares are unit bound and range constricted B) Pios have larger sight (normal unit sight is 35, pio is 42) C) While OKW flares can be popped in any corner of the map freely, mortar flares require you to actually bring the mortar to the front lines and risk losing it. Hence why OKW flares are completely non-counterable while soviet flares can lead to bleed and lost unit. In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback12 May 2021, 11:06 AM
Well, if you go reworking Jackson just to rework M10, then you'll have a broken faction. Either OP or UP. And besides, it's idiotic at best to go reworking Jackson just to touch another unit. Not to mention how much USF depends on it, especially in teamgames. It's already hard to include 2 jacksons and a sherman into the standard roster in teamgames. Not to mention the absolute need for a calliope (unless you're into sadomasochism). There's only so much pop one can fit. Is it so hard to make a unit special in some way? I mean, it's f****** doctrinal so there is not really a danger of being picked in every game/mode In: COH2 Balance |
Thread: Commander Update Beta 2021 - USF Feedback12 May 2021, 00:30 AM
Agreed. Seems like any time there is an issue with an USF unit being inferior or useless or downright stupidly designed, the balance team just slaps an ability (timed, swappable or costly) and calls it a day. Why on God's green earth would anyone make M10 a frontal fighting unit. I would do: Target size 22 -> 20 Sight to 40 Fuel to 90 Penetration to 200-180-160 or 190-180-170 Range 50 -> 45 Ability that enhances the agility of the tank (rotation, speed...) for true flanks HP to 640 MP cost += 30 (for the HP buff for 2 snares needed) Something in those lines. I'm not well versed in pure numbers for this game so I do not really know the depth of impacts of each number changed, but I think that something along these lines would make the M10 actually a doctrinal choice. You can get a cheaper TD that doesn't have the range but does have great agility to get in and out of fights quickly. Also, do not underestimate the ability to drive away far before the snare hits, which it could do with it's agility. In: COH2 Balance |
Thread: 3v3 Maps12 May 2021, 00:19 AM
In: COH2 Gameplay |
Thread: 3v3 Maps11 May 2021, 23:17 PM
As a mainly USF player. Worst 3v3 maps: Ettelturd station. Just pure spios/pak43/artyfest/large ass cone MG42 lockdown/cancer brit mortar pits/werfercancer Essen steelworks. Just too large and stupidly designed with plenty of idiotic cover placements and pathfindings. Haven't seen a tank not get a seizure trying to drive anywhere on that map Angrymundy: Pure shit MG42 in key buildings rush. Pathfinding. Pak43 behind tall buildings blocking all arty except vertical offmaps. Also cancer brit mortar pits when playing as OKW. Seizures on retreat paths and vehicle movements. Port of Hamburger: lane-y shit. Favors one side over the other. Hard to flank, easy to mine. Easy to lock out. Cancer building on bot fuel. Still, better than Angry, Essen and Turdstation. All snow maps because of FPS. F*** that s*** Shitstain express. Lane-y s*** with idiotic slight elevation on top fuel. Still better than Angry, Essen and Turd Hill of 400 turds: Cancer elevation. Arty fest and occasional pak43 to fu** up your evening being parked behind and sniping with 80 range. Need arty to kill it on that map. Best 3v3 maps: Whiteball. Has some cancerous tactics on the mid VP and if no offmaps are taken, pak43 behind the building can f*** you up. Steppes. A bit too large but great design. Large wide map. Cancer shooting up the elevation though. Rhzev Winter would be a good map if the f****** winter part was cut out. Winekkendonk is absolute blast. Great map Neutral maps: Rhine. Lane-y and cancer top building for pios into MG42 rush, even locking out fuel with range from it. General mud. A bit too large but great flanking options and no cancer schwerer/pak43 positions Lienne Forest. Great map. Cancer playing against spios in forest or MG42s in buildings but otherwise an OK map. Just my 2 cents. Shoutout to creators of Whiteball, it really is a good map. In: COH2 Gameplay |
Thread: Commander Update Beta 2021 - USF Feedback10 May 2021, 22:25 PM
I still think Relic made a mistake by not adding in the Hellcat again. Perhaps. But agreed with Mira here. M10 is a bit weird and in teamgames quite useless. But for 1v1s it can work. Extended to 2v2? Sure. 3v3+ it's pointless to build it since speed and agility is not what wins here, but durability and firepower. If anything, some slight reworks are only needed for M10. Nothing major In: COH2 Balance |
Thread: RK 43 10 May 2021, 15:40 PM
Sure, but remove retreat then. And the shield mechanic is buggy AF. Not really something that is detrimental when trying to defend the AT gun. Retreat is still the best feature on raketen, one that saves it more times than all the gun shields combined on all factions. In: COH2 Balance |
Thread: Dealing with blobs without Calliope?10 May 2021, 15:38 PM
Depend on your commander selection. Urban Heavy Cav Recon/Airborne But I'm asking for the non doctrinal tactics. It's really boring being forced to play the Calliope commanders. You veto the laney maps, its the only way. I veto snowy maps first, for performance reasons, then I veto essen (big advantage for OKW, that map) and angermunde (shit map altogether) |
Thread: Dealing with blobs without Calliope?10 May 2021, 15:37 PM
1)You can use WP shells from pak-howie. Not only it damages passing infantry, but it also block vision for whatever coming after them and disables vehicle's weapons. Same goes for WP mortars on rifle/mech company halftruck - decent and cheap. Problem is. My laptop has RX 580, Ryzen 5 1600, 16 GB dual channel, 2x SSDs and what not. The performance is great (eg. running Metro Exodus on High, full hd, 60 fps), but COH2 and the snowy maps really hammer the FPS past minute 15-20. That's why I always veto snow maps, and only two vetos left. One for Angrymunde and one for Essen Shitworks (here OKW has a big advantage with schwerer and forward tanky retreat point so I want to negate that advantage in 3v3) |
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