Don't usf have defense hills (forgot their name) that cost 125mp, 60muni to add .50 cal and if you put rear echelon you get free nades)?
Defensive positions. Yes. They do have them. However, USF, being munitions starved due to 120 MP N times for AI that is still weaker against the LMG unless you somehow manage to charge in, taking 0 dmg; And an offensive faction at that, they are quite useless. The only real usage is using them on extra lane-y maps. However, with the flame nades from Volks, and a plethora of indirects. It will be a MP/muni sink in the end. When I started playing COH2, I'd use them more regularly. Mainly because in COH1 the bunkers were quite useful, so it kinda stuck. Little did I know that COH2 USF is the most micro heavy faction and building static encampments is a waste. Same goes for UKF, but their whole playstyle is wrapped around the static emplacements. Since they are static and cost a lot, they need to be OP, but if they are OP, then 90% of playerbase will be angry because it's extremely hard to counter things that do not move an inch. God knows how angry axis players would be at elves from WC3 with their walking buildings.
I've seen some plays involving the defensive position and nades... but it's mostly memes. Average damage per minute is probably less than 80.
After building them for 30 minutes, and using them constantly. That 45th constructed position with RE in them, will launch some random nade that will kill a full HP squad and you'll have a "Worth it" moment. |
Bunkers get killed with 3 atg shots and cost 60muni to upgrade (reminder: lmg42 costs 60muni, mines cost 60muni all of which are 5000 times more useful than a static bunker).
Only on 1v1 maps can you actually bring out an AT and not risk losing it. Good luck bringing out the AT far enough on a map like Hill400 to take out a bunker guarding the VP. Bunkers can be a Godsend if placed properly, especially since OST is a very defensive faction with great team weapons, guarding the said bunkers. |
This is classified as a "PridePost".
You own them once so they can't abuse the same AT strategy over and over, win in first 10 minutes and proceed to live rent free in their heads until the end of humanity. |
yeah except bunkers are far faster to set up, smaller, considerably cheaper, easier to get, can be gotten earlier than a bofors
you normally get 1 bofors, but you can shit out bunkers whenever you got the manpower and munitions to spam them, for the cost of absolutely no pop cap you can plug in your flank
Yeah. People seem to forget that, unlike USF, OST is quite manpower and munitions easy. You will usually be floating enough MP and munis for a bunker spam. Especially the munis. Don't know how anyone in their right mind can claim that Bofors is anything but a static waste of resources.
Soviets can spam bunkers as of the last major update, albeit only with the commander (and a shitty one at that). OKW has the flak truck. |
GG, Brit made it harder than it had to be. You guys probably could have closed out at 30 min mark. He was hoarding MP and GAS for whatever reason.
Nah. I loved the double sniper from both OST players and spios flank on me, in the first few minutes. You exactly know they are premade: "Tilt and dominate one player by pushing from all sides, and then play a 3v2 game" |
Not sure about the first part, Shocks and all other Soviet Elites are heavily outshined by reg Guards. Hell with SVT drops elites aren’t even needed. So Soviets don’t really need them unless you are playing Penals. Paratroopers are fairly rare now unless you suffered wipes because they don’t fit in the build and come rather late with horrible target size and Rangers are even rarer due to lack of abilities. I agree with the other faction especially OKW which is mostly due to VG scaling.
With regards to Stormtroopers, I agree Grens are too good for anyone to use anything else. PG are the fastest available Elite unit yet no one uses them unless their build is specifically focused around them. The other issue is a commander with ambush camo gives your mainline a close enough version of what you get with Storms especially if you put it on PG.
What do you think about giving them PG STG, it would make them feel more like an elite unit but maintaining their assaulting style. 4 STG might be to strong on spawn so maybe 2stg come equipped while the other 2 are a free upgrade but take some time to tech.
Honestly, I've seen stormtroopers more than rangers and paras combined. At least in 3v3s.
Stormtroopers could have used a rework, to fit more easily. But then again... so could have rangers and paras.
Storms at least have a call-in mechanic that could be useful. Paras just don't fit at 3CP and bleed horribly at start. Rangers at least somewhat fit on tight maps. Mostly because wipes are more prominent there since units tend to bunch up. The biggest irony in all of it is, that despite the sad state of balance affairs, the community team left it in, it's still very well playable for 3 factions. USF is either pathfinders or suffer and brits are just your regular brits. |
I can't confirm what you say about MGs.
What happens though is that Relic had to find a solution to the height dimension. What I described assumes a 2D map, which is likely the basis also for Relics calculations. Still, they have to spawn the shot somewhere in the barrel of the tank and move it down to the ground while dealing with their glitchy engine. We can regularly see shots disappear in the ground and other stuff.
What you describe for the JP4 can happen to all tanks. I've seen it with the SU85, Panther, P4 and others as well. My best guess is that Relic calculates the (2D) shot similar to my model and based on that calculates where the barrel etc must be pointing to.
I don't know where those long ass overshots come from. Rare glitches or different calculations fighting it out and presenting an odd solution. It is hard to tell. But casemates will be slightly more prone to tjat due to their higher first shot inaccuracy.
Which matrices and which calculations it's taking, only God and some ultra senior Relic employer know. 2D platform which only has simple height calculations for the graphics. Or if the 3rd dimension actually plays a role. Or whatever. Nobody can tell. Your assumptions are logical and human-like. Seems like something a human would program. Still, I've also seen shots disappearing into the deep space on a map like Hill 400. Even confirmed it in the replay by rotating the camera into a cinematic angle. Pershing fired a shot, onto the hill, which had a trajectory into the sky, disappeared. Paused, tried to find a crater anywhere... nowhere.
Funny relic engine stuff. |
Unless you have the source code and are looking at the defined functions for the accuracy or whatever it would be called, you can't really know how things behave.
I have noticed that MGs suppress much worse if slightly behind some large cover like a car. You can notice it by looking at all the bullets that hit the large object in front. Even though some say that small arms fire does not have any collision data and does not behave like tank shells. I've also noticed that KT pintle MG in spearhead, and MGs in buildings suppress almost instantly, even against green cover. Confirmed it on Across the Rheine by building sandbags, putting 4 man IS behind them perfectly, and using that large top-left building (below the top fuel) to shoot at the Infantry section. They got suppressed in one volley and I noticed that the MG was positioned on the 2nd floor (so the tracers could easily be seen going directly onto the IS, rather than the sandbags).
So nobody except Relic really knows. Hence why you have bugs like JP4 shooting across the map, killing an ambulance.
You can open the attribute editor and check all the variables that are defined somewhere inside the source code, but unless you see the functions themselves, you will never completely know. You can only assume and deduce. |
How can you even compare JLIs to pathfinders? The only thing paths have going for them is the fact that they are vet0 and have lower vet requirements. If you manage to get JLIs to vet5 (not hard in teamgames), they are probably the most elite infantry in the game. Nothing can contest them that hasn't got steel plates around it. Paths on the other hand are for "2x scott + 2x jackson" and hide. Couple it with the fact that few people go for the luchs or double 222s in games, and you get what you get. Literally seen recently a double luchs plays that drove the pathfinder spam back to base. Another one was double 222s driving paths back to base on Whiteball recently, and keeping them there.
Hell, seen a Puma I think once, in last 20 games. God forbid you try and counter fast Scott action with a 50 range agile light TD. |
And how much Pershing do you see in the game? I have not seen Pershing for several years
You can thank the balance team for that mostly. I also don't see KV2, IS2, KV1 (after the dmg reduction nerf). Mostly because they just don't fit and are pointless to play. But you do see IS152, elefants, jagds, tigers and king tigers on a regular basis (>1 in each 3v3 game). Wonder why? |