There is a big difference between a prototype on a piece of paper and an actually built and tested tank, ready to be shipped. Black prince was built, there are actual photos of the tank. 1000 Ratte didn't go beyond the prototype design on a piece of paper, if even that, whereas the BPrince was built in 1945 and tested but the Firefly and the Comet proved more than enough so they were not further built.
So much Karen over-exaggeration for a PhD holder. Tsk tsk tsk
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Post History of Protos Angelus
Thread: since we are adding prototype tanks in game30 Aug 2022, 17:12 PM
In: Lobby |
Thread: Seldom are wins so tasty27 Aug 2022, 21:00 PM
It's not everyday you get to destroy an "Allies OP" Wehraboo, so I just had to put this up here. Just in case somebody takes him seriously in COH3 forums, when it comes to balance. The all-famous UlluGod In: Replays |
Thread: Bofors are OP26 Aug 2022, 19:11 PM
Pretty much. Any brit player building a mortar pit or a bofors on any 3v3+ map against any opponent, it's pretty much GG. Justifies the good old formula "Multiply brit rank by 10 to get actual rank" In: COH2 Balance |
Thread: Explain this ladder sink17 Aug 2022, 11:48 AM
I will chime in with my experience. I do think it compares on per-team basis. I know that a lot of times, when I was paired with rank 5000 (so ~20 + 5000 + 5000) against rank ~top 400 I lost no ranks. Heck I remember times when I had 2-3 games in a row with such "perfect" MM and I lost 0 ranks. I was I think rank 8. Lost 3 games in a row. Horrible games, was still at 8 the next two days. However, I do lose rank when I get a match such as: Me (rank top 20 99% of time) + rank 2000 + rank 1500 VS Rank top 100 + rank 1000 + rank 1000 I know in such games I usually lost around 5-7 ranks. It leads me to conclude that there is some sort of per-team basis of ELO. Not just your own against the enemy, for each player. I seldom lost ranks where the MM was an extremely fishy loss, and vice-versa. I seldom gained ranks by winning such games. In: COH2 Gameplay |
Thread: Buff M8 Greyhound, seems naturally. 16 Aug 2022, 16:42 PM
OKW not being seen in 1v1 is due to the fact that people don't want to risk anything. Hence OST is picked the most. People don't want compromises, they don't want to have to choose. When you have a choice. Lieu or Cap || Mech or BTG || T1 or T2 sov.... people don't want that. In the case of Soviets, it's easy. You can go penals against OKW but extremely unadvised against OST. In case of USF, for 1v1 at least, it's also easy. You NEED the 50 cal early. In case of OKW, it's not as clear cut. Hence the most difficult decision. In 2v2+ it's not a hard choice, but in 1v1, it definitely is. Both have their merits, but people prefer the free heals over the luchs/puma/stuka. Every time I see a puma on the field, on an open map, it almost always reaches vet5 through the course of the game. Extremely hard to kill if it's used properly. Low target size, speedy boi, smoke, great range.... best AT LV in the game, by far. In: COH2 Balance |
Thread: Buff M8 Greyhound, seems naturally. 16 Aug 2022, 14:27 PM
Truth be told. OKW is probably the strongest overall in good hands, after the Sov. Can't compare with OST as they are on the same side but... Flak HT is around 6 minutes, most powerful LV AI in the game probably, suppresses instantly and destroys cover instantly. Is easy to use. Luchs is alongside the T70 the best AI LV overall, coming at a much earlier timing than T70 and easily supplemented by the Raketen which can retreat. Puma is not bad. Extremely hard to kill with the instant smoke get out of jail free card. Counters every other LV, and mediums. Bad AI, but does bleed a bit. Overall, it's OK to let it shoot at infantry when engaging. Won't do much damage, but, brick by brick and you have a palace. Soviets are by far the strongest in the LV, only due to the fact that T70 carries the faction. It's great against all other LVs except Puma, and it's brutal in the AI department. OKW/OST come next. OST has the 222 which is a great scout/AI tool. Not as potent, but can be downright broken with the right commander. Eg. spotting scopes on a vetted 222. OKW with the flak HT which is a 360 AI killing machine. USF would be next. The AAHT is great, but it's extremely buggy and unreliable. It has about 9 second reload time. The clip fits 10 shots, which is not enough to destroy Luchs/Puma. It's outranged by the Flak HT, and 2 shot. People tend to forget that the Cannon has 30 range, whereas the Machineguns have 35 (visual line/arc). Extremely clunky to use with the ass-shooting, and needs to be static for the cannon. Which means positioning is crucial. Not only that, but the cannon sometimes won't even fire, because it won't register as static. Shooting down planes is also extremely unreliable. 40% times it will shoot down a plane instantly, 60% the plane ability will expire without any planes getting shot down. I think I even have a replay of a game where the AAHT was completely bugged. Shot down 0 recon planes in 50 minutes. Kept rotating (in AA-only mode) and just tracking the target without shooting. So AAHT -- Great on paper, but extremely technical and buggy and unreliable. 99% of my USF games have been with the AAHT, so I know what I'm saying from experience. Stuart. Good in 1v1s. Good AT, decent AI. Nothing to write home about but will get a part of the job done. UKF only has the AEC, which is 90% AT and 10% AI oriented. UKF is definitely not a LV faction. Sov > OKW = OST > USF > UKF and there is a big vacuum between OST and USF. In: COH2 Balance |
Thread: Guards vs Airborne Long Range8 Aug 2022, 15:24 PM
But it's not. Not really. Green cover adds DMG reduction and RA reduction, while yellow only RA reduction. People generally use cons sandbags as they are large enough to fit all unit sizes (4-7). That in itself is silly as only cons can build them. Generally you should use the sandbags that are available to you: USF: 2x tank traps. One vertical, one horizontal. Or one commander sandbag. OKW: Sandbags .... etc. The only real reason people use the cons sandbags is because it's the least RNG-y. All models are behind cover, equally. As opposed to craters where one unit can be outside of the crater. Of course, you can always add more craters. That's the only way people should test late game units. Sc*ew sandbags. Nobody fights sandbag to sandbag at vet2+ ober timing. Nobody. You can maybe get away with some tank trap placement on the edge of the map, covering a far VP point. Spawn 10 calliopes (create best craters from my exp). Instant cooldown and barrage each about 2-3 times in a large area. Send vet3+ units and let them duke it out there. Most realistic scenario, but the hardest one to pull off as it takes some time and you can't just create 20 sandbags around the test map and drag units behind and call it a day. Of course, you will see something people don't want to see, and that's what you have written. Obers dominating everything. There is a reason why, when you see 3x ober blobs you call in rocket arty and not 4 guards or 4 paras or 4+ whatever. Nothing can or will survive obers in realistic scenarios. And that way you can also test assault squads. On large crater filled areas. Spawn shock troops. Put obers in yellow cover. Rush obers point blank and see who wins. Not some silly sandbag to sandbag at 10 range shootout .....as I've seen some tests. Obers and falls against rangers and shock troops on test range map, range 5 and 10. Sandbags in front of each, down the line and seeing the results. I mean, that has got to be the worst case of primacy of intelligence I've seen. You can easily start firefights at the same time from a crater filled map. It just takes more time to set it up. And using green cover does not smooth out the RNG. Well, it shouldn't at least. Smoothing out the RNG seems like a weird thing. How do you smooth out something quantized? (eg. each shot is one quanta that will either hit or miss depending on different parameters). You can smooth out something continuous. Heck mathematicians je*k off to smooth functions. Smoothing out is usually done through enlarging the number of test cases. Larger population, a nicer distribution (Gaussian in this case) In: COH2 Balance |
Thread: Guards vs Airborne Long Range7 Aug 2022, 20:14 PM
Honestly. Sandbags cover to cover fight between late game units is silly. Extremely silly. I can't remember when was the last time I fought green to green cover with vet3 paras/rifles against obers, grens.... The only realistic scenarios are: Late game vet3+ units: Yellow crater cover Starting engagements: Yellow map cover and green cover Sandbags cover is only realistic in early game and MAYBE 1v1s mid to late game. Pure late game, it's quite silly to test sandbags as they won't survive for long. In: COH2 Balance |
Thread: Ability cost scaling4 Aug 2022, 17:30 PM
It should have a cost scaling. Everything should have a cost scaling. It's not like cost scaling equates to a more difficult or harder to compare gameplay. Echelon mines cost 10 munis if I remember correctly. Why? Because they are dogs*it. Lost count of the amount of times that the mega vape saved a poorly planned and executed tank dive. Despite the ground targets which I always perform. Heck, on heavy tanks I only use ground target. You make it more expensive and that's that. New players will see that it's more expensive. Nothing to it. Generally OST and OKW have lower munitions costs. You get the 60 muni upgrades on your mainlines and that's it. Drop rate is only at death, so you're not really investing again.... Never understood why the mega vape costs the same on the 222 and the Tiger. On light vehicles it should be 30 munis. On mediums 50. And on heavies, 65 munis. If you are good enough, you can vape with the LV and save munis (but that's mostly a top 100 rank play). In: COH2 Gameplay |
Thread: Isn't the UKF Commando's camouflage ability a bit excessive?4 Aug 2022, 11:13 AM
Ost already has a simaler feuture on all their vehicles just for a tiny amount of muni in a lot of doctrines. Saving many vehicles from destruction. The number of times I've seen those smoke canisters save tanks in teamgames, negating the extremely bad decisions for a handful of munitions... Paired with the wonky ground targeting and general map design (elevations, etc)... On all overall great commanders. Yeah, the commando's are the problem. A unit in a silly overnerfed faction. In: COH2 Balance |
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