Brumbar armor has been reduced in Live. it 288 at vet 2.
Must have used old numbers thanks for the information.
Thread: Super heavies/TD overhaul mod24 Nov 2018, 17:10 PM
Must have used old numbers thanks for the information. |
Thread: Super heavies/TD overhaul mod24 Nov 2018, 16:05 PM
Sounds like your trying to fix something that isnt really broken. The units are doing the jobs they were intended for. I think he only wants to focus on armor values above 300 that is why he didn't include the pershing either. Brummbär armor could also be looked at especially after vet2 (260 armor-> 338 armor hp stays at 800) especially if your Superheavy threshold is the 300 armor notation. I think it would be reasonable to lower kv-2s armor (atleast rear) and to remove it from the list aswell as the KV-2 should get countered by swarming or flanking with medium tanks just like the JT/Ele and ISU-152 as it shares their mobility problems and has a similar low rate of fire that can still lead to devastating results. |
Thread: 5cp for M8 is too late 23 Nov 2018, 15:29 PM
I wonder if 4 cp and the increased cp from tech it might be a bit too much and the window might be too big, especially in 1v1 it might lead to troubles the current ostheer puma comes around 5 cp and isn't as harmful in terms of its anti infantry performance. (bear in mind that the ostheer puma will come later when it gets tied to the battlephase 2). In: COH2 Balance |
Thread: Paratrooper question19 Nov 2018, 18:28 PM
They perform way better, some players even use unupgraded paratroopers if they lack munitions while plaing the recon support doctrine according to cruzzi's spreadsheet its nearly double the amount of dps (10 vs 5 near 1.9 vs 1 max distance) i cannot find a link to the google document i am using one i saved on my computer (downloaded late 2017 but i do not remember any patches to either carbine rifle or veterancy stats for either REs or Paras). So no they nearly do double the damage per second but i didn't check whether accuracy firerate or damage per shot do the difference. |
Thread: Paratroopers hit rates18 Nov 2018, 13:08 PM
You should have a look at the amount of total models that either deal decent damge on their own or can use the weapons of dropped squadmembers. Also compare the reinforcement costs for example to Riflemen the 6 man elite infantry squad with great dps and 28 mp to reinforce is a pretty strong squad that is capable of staying on the field through beacons for reinforcements and the early self heal through veterancy. In: COH2 Balance |
Thread: USF Tech Changes Mod Changelog17 Nov 2018, 16:36 PM
What nobody said yet is: The minimum limit for the pack howitzer should be 3 operating man so its just 2 models that effectively die or run away after 4 ar killed compared to 1 models that die or run away after 3 get killed. Popcap, the availability for fast barrages and quick repositioning and last the vet0 smoke screen vs. vet1 wp rounds are strong arguments for the mobile mortar that only lacks the devastating power to slaughter (even from far ranges) axis teamweapons and grouped units near forward retreatpoints or chokepoints. Another idea about the mod: could it be possible to turn the tech costs and the Lieutenant/Captain unlocks around? - as an exampe allow the requisition of teh .50 cal and the M1 AT-Gun after paying 50 mp and 20 fuel (without unlocking the Officers yet) and to unlock the Officers for 150 mp and 30 fuel after the basic tiers 1/2 for hmg or atgun got purchased else USF would get a pretty cheap and overwhelming blob pretty fast and could control the bleed of the rather expensive squads by mediocre teamweapon micro. The suggestion is based on 2 different things which is first the way in which USF blobs can operate if they grow fast in early stages of the game (if you do play without or with late light vehicles USF will usually have the unit advantage with 3 rifles into lt + cap or RE RE rifle rifle LT + Cap) and on the other hand own experiences from times where I backteched and started bleeding just for having an extra low vetted rifle-esque unit (in the mid or lategame 20-30 min) on the field. In: Lobby |
Thread: Tiered Automatch17 Nov 2018, 15:55 PM
What would people think of this idea - have two tiers of automatch. For the first tier, let anyone join. For the second tier, make players have to win a game against an expert computer in order to play in 2v2, 3v3, or 4v4 automatch. Honestly you want to seperate in two tiers: where one consists of complete noobs that will get into troubles trying to improve themselves - and the other one consists of players that are able to cheese with wires and blob to beat (double the ressources and maphack while still failing to complete any strategic relevant maneuvers)? I can only recommend you to take Automatch either less serious especially with random teammates or to stop playing automatch and start playing with or against friends. [Either way really good games are a rarity so rather try to enjoy all games or atleast most] In: COH2 Gameplay |
Thread: 1 vs 1 OKW strategies vs Soviets17 Nov 2018, 12:49 PM
If you lack antiinfantry capacities in the lategame it is a bad choice to play the Panther you might be better off with p4s but could use a second raketenwerfer if you aren't ahead on tech (contorlled more fuel throughout the game). Depending on the enemies playstyle you could maybe make the Lefh or a Pak43 from the Fortifications Doctrine working but they can get hardcountered by recon and artillery callins (IL-2 Bombs if against soviets) or by mobile indirect options like a katyusha. The Luftwaffe Ground Forces is an excellent commander to push your early game advantage throught the mid and lategame with valiant assault to flank or simply outdps enemy units. Fallschirmjägers might also be a good replacement for lost infantry units. If you lose your early or mid game you could try to get a command p5 as a comeback unit after playing a MechHQ heavy build. If you don't mind to change your Commandersetup and you want easier counters for the soviet infantryheavy builds (with light at options) and you are able to control the map even without a p2 you migth try either Scavenge or Feuersturmdoctrine and play a infantry heavy MedicHQ -> fast SchwerHQ and antiinfantry build (either 2+ raks and FlameHetzer or maybe a rak less and a Light Jäger Infantry Squad for recon purposes and a Ostwind which hardcounters a (late)T70). The build order doesn't sound bad maybe you have troubles using certain units or generally apply map pressure then uploading a replay for review might be a better option. If you think training the matchup could help you you can add me i do not usually play 1v1 but i play the game and know basic matchups. In: OKW Strategies |
Thread: Panzerfüsilier Squad VS Volksgrenadier14 Nov 2018, 23:19 PM
Pzfussiliers are excellent at long range , especially vet ones . When was the last time you played? Jae for Jett is on point with the observation that they perform better on short range and their g43s aren't that bad while moving. The majority of their long range performance came from their veterancy that got toned down (was normalized) in one of the latest patches. I would say they can be useful but usually aren't worth the commanderchoice. If you are interested in them you could watch CaptainSPrice replays, I think nobody else uses them regulary. In: OKW Strategies |
Thread: 1hr 17min of bullshiet14 Nov 2018, 16:51 PM
The end was nice to watch. In: Replays |
![]() |
![]() |
![]() |
62 | ||
![]() |
![]() |
![]() |
13 | ||
![]() |
![]() |
![]() |
11 | ||
![]() |
![]() |
![]() |
5 | ||
![]() |
![]() |
![]() |
2 | ||
![]() |
![]() |
![]() |
2 | ||
![]() |
![]() |
![]() |
2 |