The menu/lobby FPS is low because of the background background videos; it's not actually rendering smoke/fire. Supposedly there is a fix for this, but I'm not sure on the exact details.
Thanks for info, however I meant that I suffer from FPS drop when see smoke and fire on the screen in the match, not in a lobby. The low lobby FPS is a separate issue, probably related to the background vid as you say. There is also lobby opacity that can be manipulated, but I haven't been fiddling with that too much yet. Lobby FPS doesn't bother me too much to be honest.
In the actual game it feels fine for me. I usually run ~60 FPS with 1080p and my quality is set to pretty as fuck. I only struggle in the lobby with ~15 FPS and when there is a lot of smoke and fire on the screen. As far as I know you can wiggle the settings and get significantly better frames, sadly at the cost of how your game looks.
I think CoH2 is very pretty and luckily you don't need very high FPS in an RTS game.
The jps job is to give you a unit that let's you fight back even if you are behind in fuel and can't take the initiative.
No, it's a tank destroyer that trades penetration for excellent vet aka survivability, accuracy and rate of fire. It's not supposed to be a clutch unit, otherwise every allied TD is also a clutch unit. When you are behind in armour department you get more AT and usually a combination of and AT gun and a snare is the cheapest defensive solution to enemy medium armour presence. If you can afford a full price TD to deal with enemy mediums it doesn't sound like you are much behind. You buy JP4 mostly to send allied TDs home for repairs and bully their mediums.
Again it's only issue is timing because you CAN save for the vaunted panther many will, but I feel if it was HQ in a 2 truck lock you may see more of it as the defensive unit its intended to be.
According to American doctrine during WW2, TDs were supposed to be used defensively ONLY, which means that Jackson should also be unlocked after 2 officers if you want JP4 to be unlocked after just 2 trucks for "defensive" reasons. I'm pretty sure it would be broken as fuck. Being able to deny enemy his advantage that he was fighting for and acquired during the game would be immediatelly disregarded by being able to build a "defensive" TD that suddenly evens the chances. I think it's not fair towards the person that managed to get the advantage in the first place.
It would make loss of Schwehr HQ less punishing too. If you doubt you can defend your Schwehr HQ, build it safe, there is no shame in doing so. Also Puma is surprisingly efficient vs mediums with its turret lock skill, smoke, 50 sight/range, high ROF and great mobility so if you are behind on fuel vs enemy medium tank, you can always try to use the Puma to at least scare away enemy medium, you don't even have to destroy it. If Panther can never fire back at allied TDs due to range difference, same is true with allied mediums vs Puma, especially that Puma self-spots. If for presented scenario you plan to comment on penetration difference between Puma and allied TDs, I am going to comment on Panther 50% more HP than allied mediums and higher ROF of Puma compared to allied TDs. Time-to-kill should be more or less equal in both scenarios, especially once Puma hits vet3 and has 160dmg per shot.
In 2v2+, JP4 is especially powerful in combination with KT, especially that KT can kill AT guns/infantry and JP4 can kill TDs. The most useful allied counter to this combo would be some soviet offmap, possibly AT assault started with tulips for high alfa dmg +stun/blind.
About the sweet allies vet bonus, coincidence tightrope cast mentioned it here.
IS2 vs Panther.
In the vid you pasted we saw 3 shots total and something being said by tightrope that compares vet bonuses. Please, be aware that the range bonus IS2 gets at vet 2 only brings IS2 range equal to Panther Range. As far as I know, IS2 accuracy is lower than Panther's accuracy, so with accuracy bonus IS2 is likely still less accurate than Panther.
The panther actually matches up poorly with the IS2 even if you factor in the difference in Mp/Fuel. An IS2 for only ~5 more popcap is anti everything squad wiping, but still beats the panther. Neither can really kill each other due to the high hp, but the Is2 will continue to have a large impact vs infantry regardless of the panther, unless it in fact blasting the panther.
Does anybody else have thoughts on the panther vs heavy Matchup?
1. IS2 is limited to 1 and available in 2 doctrines total, meanwhile Panther is stock and not limited.
2. Panther can chase IS2 but IS2 can't chase Panther due to mobility.
3. Until IS2 vet2 Panther has 10 range advantage over IS2.
4. Panther is more accurate than IS2 so IS2 is going to miss more shots and the duel is significantly more even than you might think.
5. If you complain about Panther MG DPS you should just stand still with it for a few seconds. Stationary tank deals ~double the damage vs infantry with machineguns than mobile tank due to moving/stationary accuracy. Per my understanding total MG DPS of Panther with pintle is about that of total MG DPS of P4 with pintle is about that of total MG DPS of T34 which is very good if stationary.
If you do think Panther should be better vs IS2 than it is now, please, run multitude of combat tests so we can all see how much better IS2 is in a tank fight than Panther.
Sander once said that grenades are not RNG as they have set damage profile. Your idea of inconsistency may come from a fact that grenade timer is not exactly where the grenade lands. You can only judge where the explosion is going to happen by the physical position of the grenade.
There are also other factors to consider like the squad being spread out, having damage reduction, or being behind green cover and taking only 50% dmg.
Green cover vs grenade mechanic is based on relative position of the squad throwing the grenade to the squad receiving it. It doesn't matter on which side of the cover grenade lands. You can test it with cheatcommands to see what results to expect.
Or, everyone judges a hammer for it's ability as a screwdriver.
That would be ok, what I don't like is when someone additionally shittalks you. CODGUY gets bullied due to his rank. One can make a comment that X unit possibly overperforms in lower ranks due to poor micro of the opponents or stuff like that and it's ok, but one shouldn't disregard other people's opinions because of this and point out all the time how bad he thinks the other person is. Forum should not be used for bullying. Felix was disrespectful. My post was disrespectful as well and hopefully I taught him that it's not nice being on the receiving end.
It kind of is though, especially with snipers. Something that swings the game this hard shouldn't be as random as it currently is.
Wipes punish overextension, or in case of teamgames, it rewards flanking. It is a fundamental concept of the game to wipe enemy squads and is by no means broken or needing improvements in its current state. As for now, you can say with high accuracy if a retreating squad is going to get wiped when you know what's on the retreat route. That's partially because of the large number of shots per model required to kill said model, which relatively brings the RNG down. The larger the volume of fire, the closer the result should be to median. This is exactly why Sander prefers that people perform the test many many times before coming to conclusion. When it comes to aoe damage, I don't see how person running over a grenade or hit by a tank shell should survive, meanwhile it makes sense that running fast while retreating makes it more difficult for the enemy to hit you.
Even if your idea is balanced in a way that maintains more or less same wiping power of infantry vs retreating infantry, I think it would be an unnecessary nerf to tank shells and explosives as they should be punishing. Hitting retreat button should not save you from all threats imho.