It destroys moving units incredibly well...
The problem is, the pack howie basically hard-counters all of Ost's units with nearly zero user input. The Ost mortar is good, but as with all IDF units, it's best against static infantry - which USF rarely uses. Every single USF infantry unit, short of M1919 upgraded rifles, can fire on the move with little to no problem. Compare this to Ost, which is based entirely around static units: The MG42 is a core unit (unlike the .50), the Gren LMG needs to be stationary to fire, the early/mid AT role is filled by the PAK (compared to stuart, zooks) due to Muni cost, etc.
To counter all of these units, all the USF player needs to do is sit a pack-howie within range, and let it auto-fire. There's zero player input for an incredible amount of power.
Imagine if OST had a unit that auto-marked nearby moving infantry with +33% RA, forcing allied infantry to remain static; it would be absurdly OP. This is basically how disruptive the Pack-Howie/US-MHT is to OST play, except there's also doing MP-drain and squad wiping. |
For the love of god please fix the M1 pack howitzer "overperforming" is an understatement the unit as absolutely broken.
Its accuracy is way too high along with a ridiculous AOE and damage profile. 2 M1 paks will squad wipe everything with zero input from the player building it. |
Most unfun thing in coh 2 is BALANCE especially after the patch it's really bad right now in allies favour. |
The damage and range need to be heavily reduced it is the USF total cheese meta backed up by pak howitzer and scott atm and I for one would like to see something done about it sooner rather than later. |
The USF are out of control, the grenade launcher is far too damaging and 2 or 3 squads will destroy everything from early / mid game . Couple this with the overperforming pak howitzer and its a real problem. |
The problem is, the pack howie basically hard-counters all of Ost's units with nearly zero user input. The Ost mortar is good, but as with all IDF units, it's best against static infantry - which USF rarely uses. Every single USF infantry unit, short of M1919 upgraded rifles, can fire on the move with little to no problem. Compare this to Ost, which is based entirely around static units: The MG42 is a core unit (unlike the .50), the Gren LMG needs to be stationary to fire, the early/mid AT role is filled by the PAK (compared to stuart, zooks) due to Muni cost, etc.
To counter all of these units, all the USF player needs to do is sit a pack-howie within range, and let it auto-fire. There's zero player input for an incredible amount of power.
Imagine if OST had a unit that auto-marked nearby moving infantry with +33% RA, forcing allied infantry to remain static; it would be absurdly OP. This is basically how disruptive the Pack-Howie/US-MHT is to OST play, except there's also doing MP-drain.
Also, I had a very similar post about this a week or so ago; there were some good suggestions by others in it: https://www.coh2.org/topic/91307/indirect-auto-fire-vs-ost
This sums things up perfectly nice post , i do hope this is taken on board and added to the next patch. |
i find both pretty well. The OST halftrack incendiary is better than the USF White pho’s because it actually kills .
The only way you will get a single kill with halftrack incendiary round is if the enemy forgets his unit is standing in fire and will not move them. For anyone with even a hint of battlefield awareness you will simply move out of the fire casualty free. |
Personally I like the idea of the M1 Pack Howitzer being a manual fire barrage only unit . It is a howitzer after all so shouldn't technically be auto attacking like a mortar.
Or
A quick an easy fix is to lower its aoe and accuracy which would go a long way in balancing out this unit. |
You going to ignore the fact that WP barrage -DOES NOT KILL- while incendiary DO?
You going to ignore the fact that delayed fuse is completely ineffective against infantry, unless you're blisfully unaware to what the timer on the ground that appeared suddenly is and its sole purpose is to poke at static structures?
Can anyone here honestly say they have lost a single model to a flame mortar ? I certainly haven't the damage done is so slow and not near instant like white phosphorus . Additionally having 1hp is arguably far worse than losing models as you MUST have a healing station or else lose every single fight no matter what .
So lets recap for a 25 muntions investment a german player must invest 150 manpower and 60 muntions which is still woefully inadequate against white phosphorus. |
The USF Mortar Halftrack white phosphorus should be at a cost of 50 munitions and slowing effect should be removed completely.
The Pack Howitzer simply needs an accuracy nerf . |