I used Guards, I used Shock troops, and these units are not versatile as ppsh cons, why? I' tell you right now
Guards: doctrinal unit, have 2 PTRS's to counter early vehicles like 222's, it's useless in late, so it leaves 4 guys armed with Mosins or 2 mosins and 2 DP's so the firepower goes down. Guards are only meant to use them on long ranges, it's useless to get them in close because german non-doctrinal inf will kill them really fast.
Shocks: doctrinal unit, cost too much to call this unit, it has 0 AT weapons, altho you can use grenade to damage 222's or HT's, had many games where simple 222 was killing my full shock squad on retreat even, they are only good in close combat actions but they are loosing to 2x grens in cover, sometimes to even 1 if they are lucky
Cons: basic unit, spammable since it's unit from HQ, can get AI molotovs and AT grenades, gets veterancy faster, can build sandbags (yea, they are very useful sometimes), altho they are weak on long range vs LMG grens in cover, the Ppsh upgrade can be really good to fight those. |
I'm really starting to hate this game, each "big" patch brings new imbalanced stuff, this time I had to face Puma spam with LMG vet 3 grens. Thasnk god that only cons Ppsh are ONLY viable counter to this stuff... |
Yea, seems like teller mines are bugged, had the same issue 2 times |
not close but i was shitting around, lost all my cons too for higher MP income Kappa.
all tiger should die but due to RNG i couldn't. 5 goats as a sacrifice is not enought, next time i'll try with 10.
Let the RNG god be with us |
In my opinion, this ability should be passive, and unlocked at 3 CP's. Passive ability would provide 25% exp boost to only infantry type units, not vehicles |
Stugs are vulnerable to AT guns, SU-85 and heavy tanks (IS-2 ISU-152, not to KV's), so it's the same as in patch before, but now Stugs are better vs inf, and cheaper |
Use AT guns against the Puma, vehicles are not hard counters. AT guns are. Let us know how this works out.
AT guns are not a good option, it needs 3 shots from it to kill full HP Puma, and with it's reload it's hard to make 3 good shots to it, also Pumas speed is crazy high, so retreat or maneuver around at guns is not a big problem for Puma.
I believe that Puma penetration is biggest issue, 50mm should have difficulties in penetrating heavier tanks like KV-1 or T34-85 but seems that almost every shots penetrates those |
Sturmingbeard, is there any chance to put penetration chances (in percentage) for some tanks vs others or at least write formula of it how it's counted?
btw. this thread is good to place it in front of coh2.org page |
Elefant has the better 88 with more muzzle velocity which makes it that effective ^^
I know muzzle velocity is higher in Elefant, but in game it deals 2x Tiger's and 2x IS-2's damage Kappa |
Personal comments:
Looks like the Sherman does really high DPS, if it can penetrate, owing to a low reload.
The T-34/85, which has a similar cost, has medium-low DPS but is more reliable at close range against heavy armor due to better penetration values.
The Panzer IV has abnormally high armor values for its cost, but has a mediocre HP value and its gun is pretty bad to boot.
The Puma is an oddball, the only longer-ranged anti-tank vehicle which has very high falloff, from 160 near to 80 far.
And for a tank hunter, the Panther has a lower penetration values than I'd have expected.
Go ahead and point out any inaccuracies/mistakes/whatnot as well.
- Stug G and E versions costs differences are very low, penetration and damage differences are twice bigger
- Elefants deals twice more damage altho it had same gun caliber as Tiger
- Puma close, mid penetration is bugged? it should be 120/100/80 I believe |