Profile of BeastHunter
Post History of BeastHunter
Thread: T34/76 role in the current meta11 Nov 2018, 20:37 PM
The ram ability is sometimes underused. I think especially against lategame axis vehicles like heavy tanks or panthers: a few second stun in combination with more flanking t34s, a su85 or an il-2 bombing run can get some pretty nice results and allow you to trade well even if you lose some units of your own. |
Thread: Why command p4, pathers and OKW officer affect all ally8 Nov 2018, 18:54 PM
C.Pz4 maybe not overate in 1v1 and 2v2 , but it's overate in 4v4 and 3v3. Because it could affect allies it would be overate as the number of units grows in the field. I do agree on the powercreep of th command panther which gets ridiculous buffs to vehicles that may get overlooked on low veterancy but get way stronger with vet and at vet5 even affect infantry (extra range, sight reload and accuracy for raketens, hmgs and other infantry), but i wouldn't say that the command p4 gets any stronger in 3v3/4v4 compared to 2v2 as the aura doesn't have a range to expand over half the map it is pretty easy to counter command tank auras with artillery. I do not really like the ukf approach that lowers the command vehicles stats as a combat unit to improve other units as a balanced aproach as it usually renders the vehicle near useless in combat so only ever is efficient if you can either buff a lot of units or use a really cheap mobile vehicle so either aproach needs either a lot of ressources or quite some micro to pull off (although it usually gets rewarded if you can keep your command aec alive through the game) I think the perfect kind of command vehicle would be a different unit type like the shortbarrel p4 that isn't amazing at fighting tanks but can still hold its own but i would prefer better buffs with vet like the command p5 although they should be fitting for infantry and tanks alike like the ukf aproach. As a conclusion there are quite some differing aproaches in units that should do similar things but it is probably nothing we can change so it is probably the best to take it as it comes and to give useful insight if any of these things ever get patched or reworked. In: COH2 Balance |
Thread: How to deal with 120mm mortar on Faymonville?3 Nov 2018, 11:37 AM
The Leig can do a similar job, although i would recommend to get more units on the field and get superior mapcontrol. The keyelement of the 120mm counterplay is obviously to stay mobile so i wouldn't recommend playing multiple hmgs or to camp buidlings. I think Mechanized HQ tech with a fast Panzer II Ausführung L "Luchs" and depending on your mapcontrol Schwer HQ with a fast Panzer IV should be your best bet. If you have troubles with ressources you will probably be forced into a command p5, else the Luftwaffe Ground Forces doctrine could be interesting as the superior speed of Valiant Assualt and the Smoke Bomb drop could be useful to flank enemy positions when they have fewer combat units on the field. Another choice if you want to play the Lategame would be the Fortifications doctrine which gives you axis to the leFH which will be hard to counter for the Soviet player as there is no doctrine with a heavy mortar and a offmap strike that can destroy your howitzer, so the heavy mortar and probably the rest of the army will get countered only by a matter of time. In: OKW Strategies |
Thread: Blitzkrieg2 Nov 2018, 22:21 PM
I do not understand your complains about the "bad" soviet tank veterancy beside vet1, which I personally use quite often probably about as often as blitzkrieg when I play axis. The Vet2 Rank gives higher reload compared to axis slight armor buffs (axis mediums get easier countered by atguns, snares or tankdestroyers or rare allied heavy tanks where the armor difference hardly makes a difference) vet 3 is about the same but the offensive veterancy usually works way better as it is a straight buff against all targets compared to a buff vs medium tanks and some handheld at weapons (which are rarely used) The troubles about UKF will probably get changed in the next patch, and ukf has a even better (or atleast cheaper) blitzkriegesque ability, The probably strongest speed boost in the game is on USF m3 halftrack and the wc51 dodge truck has a low cooldown and costs nothing aswell. I would strongly advise you to try to open your eyes and either complain in both ways or stop biased posting in the balance section and turn to the strategy desk or replay review for help. In: COH2 Balance |
Thread: Blitzkrieg2 Nov 2018, 20:23 PM
Your stats seem wrong: The Ostheer (Wehrmacht) Panzer IV costs 120 fuel the OKW variant costs 140 fuel. If you refer to the Ostheer one (i suppose as you bring the argument of t3 you should consider different teching costs and timings). The problem about reversing blitzkrieg is simply the limitation by the engine itself as there are no different stats for reversing or regular driving. In case that you might be biased i would strongly advise that you change your strategies and factions from time to time so you will be able to use and abuse all the powerspikes of all factions on all maps in your prefered game modes. In: COH2 Balance |
Thread: insta kill mines1 Nov 2018, 23:41 PM
Should be 400 damage and engine damage for Teller and 320 damage + broken Treads but its still a onehit kill against all light tanks but valentine and riegel kills everything up to halftracks with one hit. In: COH2 Balance |
Thread: Server lags28 Oct 2018, 17:08 PM
2 games out of 8 have been pretty hard to play with horrible lags but the rest ran smoothly. In: Lobby |
Thread: Tiger 1 need a very little Buff in dmg27 Oct 2018, 12:13 PM
To your first point: Premium mediums would suffer under it would get countered by pretty much all units beside mediums and lone infantry squads without at capabilities, I personally only ever use premium mediums to survive one extra shot or have a overall slightly bette survivability which i only need if i face many tankdestroyers and some indirect options which would counter undefended at-based infantry or atguns. Heavy Tanks work quite well for me if i use them as a spearhead unit supported by units that wouldn't stand a chance on their own like pgrens with schrecks that usually get focused and destroyed easily. I do think that in general heavy tanks could use a buff but i do not think that a straight damage buff would work without buffing premium medium tanks somehow: maybe some better pen for t34/85, slightly better mobility for sherman 75mm dozer, maybe revert the moving accuracy for the m4a3e8, Comet could either use a bit more hp or pen at vet0 to compare to the current panther and its veterancy needs a slight rework as it unlocks nice passive features like phosphor unlock and passive grenades but lacks combat buffs, I am unsure if Panther might need some changes to keep their role useful compared to the tiger that gets the same range at vet2 has similiar pen and armor and gets great mobility at vet3 while having way better health and antiinfantry performance. To conclude i won't say that Heavy Tanks do not underperform but i think they could overperform compared to another class of lategame units. In: COH2 Balance |
Thread: Tiger 1 need a very little Buff in dmg25 Oct 2018, 20:15 PM
A Comet (800 hp) that dies to 4 shots (200 damage each) and almost costs the same as a Tiger if you include the hammer tech would be utterly useless sure it has better speed and nondoc smoke/phosphor at vet1 but it will be hard to make it work vs tigers so it might only bully mediums and some infantry and gets hardcountered by heavys or tankdestroyers. Same goes for t34/85, M4A3E8, Sherman Bulldozer (both variants) (hp between 720 and 800 compared to 640 for mediums) so pretty much every single premium medium tank will have a worse time while fighting against Tigers. I think it might go that far that their cheaper counterparts will not only more efficient at fighting vs heavy tanks but also nearly as effective. In: COH2 Balance |
Thread: Tiger 1 need a very little Buff in dmg25 Oct 2018, 15:07 PM
Current M36 Jackson does 160 damage unless its using hvap rounds. If that buff did take place then Panther and Comet would need to be looked at as they would get completely overshadowed and hardcountered by heavy tanks. In: COH2 Balance |
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