Paintjob, people have bad threads every once in a while. I know I have. I honestly don't think that many people agree with you and things are getting a little heated. I think you have handled things with relative kindness up until now, so I wouldn't put you on my fartlist. I just hope you find a way out of the shitpost spiral of death before the thread dies.
well, i admit that this thread is going the wrong way and that my last post was a little on the ironic side and not helpfull
but im still not a 100% convinced. zooks are fine at long range when kiting, but on a map with a lot of sightblockers (and there are quite a bit) i think they are a little too strong (a LITTLE). i tested it with my buddy and the damage is not bad actually. additionally you can also atnade the tank then, which means that it cant kite anymore. last but not least, with the incredibly short reload of 3 seconds, it is then actually quite potent (we tested with 7 zooks, which still leaves room for some BARs, so that you still have god AI).
now, i know that counters to a rifleblob exist in the WM arsenal, but i feel that all those counters are extremely bad on city/cqc maps (especially sniper/hmg). maybe its just bad mapbalance
just another example: the zook in vcoh had the same chance to penetrate a pz4 w skirts (0.337) at short range as it has in coh2 to penetrate a tiger from far (0.366). on top it had almost triple the reload time. now i know that zooks in vcoh were shit and only usable against the puma, but meeting it in the middle, so that zooks are halfway effective against mediums but not against heavies might be good. (on a sidenote: does the tiger have less frontal armor than the panther. if i read it correctly, the panther has 320 while the tiger has only 300)
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axis player complaining about handheld AT?
who are you reffering to? because im playing as much allies as axis
I'm quite sure its not axis player, but walking bucket of tears judging by the QQ threads/day ratio.
Whops, confuse
d OP with falsealarm
I'm quite sure its not pro player, but walking bucket of useless posts judging by the quality posts/day
Whops, confused poster with Katiof
and playercard pls!
on a sidenote: i tested zooks vs panther and tiger some days ago with a buddy in a custom and amassed, they are quite deadly, especially when sightblokers enable you to come close
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i dont think anything has changed since the last patch in regards to that matchup. maybe it was just bad luck. |
if you are talking about the game atm (and not the balance preview mod) i dont know how you manage to lose with rifles against volks at close range. rifles are MUCH stronger in early and upgraded they shred volks. it seems like you dont stand in cover, otherwise the fight is pretty much impossible to lose. |
I don't want to see any new commanders. Actually i would rather like to see a decrease in Commander numbers, especially for the Vanilla factions |
Below I list my wishlist for the coming patch, thoughts, ideas, and criticism welcome.
Engineer vet good change
JagdTiger
in my opinion, the JT is not the problem but a symptom. the problem is that the fuel income is too high in 4v4. change that, JT is fine. if anything, only nerf the range slightly, otherwise it would be 100% useless for 2v2-
CmdPanther
same as JT
Bofors
removing the bofors barrage is good, but if you add supression to the normal attack, at least nerf the penetration and the accuracy. especially the pen is much too high. ahigher fuel cost might be good aswell (currently bofors doesnt really delay your tech much)
Schwer HQ
destroying the schwerer is a really hard a punishment for the okw player, therefore i feel that schwerer is okay
On-map static artillery guns good change |
Zooks are fine especially considering the armor there up against. You would have to have 6 zooks on either 3 rifles, but most people use RE then yes they can become pretty effective with tank support. However that leaves you losing a shit ton of AI ability.
My 2v2 partner does it a lot with RE zooks and just uses them to cap harass early on why I focus on AI rifles and uses them as AT support for me later. Therefore I make up for his lack of AI and he does with light vehicles. I play mostly 2v2 tho but I cannot see how in 1v1 zooks would be a problem if your going to lose that much AI vs your opponent.
In 4v4 before I saw a guy take 3x rangers with 3x zooks each, it was pretty hilarious they could one volley panthers at once.
well, i dont play a lot of 1v1 ( if i have the time for gaming, i want to spend it with some buddies ), so i can only talk about 2v2. and there the lack of AI is not that much of a problem, as you state yourself. and if you have zooks on a captain, one RE and one rifleman, you still have slot space for BARS, which is normally still enough AI
to your last point: i dont think that 9 zooks should kill a panther from the front in one volley
Not to mention Zook upgrades increases USF armor rush time. If the enemy is spamming zooks, you can counter this with AI infantry quite well (just keep the armor behind your infantry).
well, most people get the tech for BARs and it isnt that expensive.
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Well, I will add my mustard ( a German saying for those wondering).
First of all: mix okw and wehr, it's a much better combination. Also OKW does not need any premium commanders to be effective ( I use only the non premium ones, despite having all commanders available).
Second: good commanders are spearhead ( it is amazing), mechanised with spotting scopes and lefh, Jaeger armor, mechanised assault can be good too, I personally like lightning war very much ( cheap g43, tiger, stuka loiter) if I had no problem getting into late game.
Get a sniper! And don't forget to use his vet 1 ability, it's a guaranteed fuk on a one man squad, so you can double tap really easily ( I have lost count how many squads my sniper has killed). If you are playing against ukf, be more careful after minute 4 or so and look out if he had built a sniper. If so, you should be able to counter snipe it, as the German sniper is a monster.
Position your mg 42 carefully and you will be able to stop his blob and bleed him a lot.
As far as tech goes, a 222 is never a bad idea, especially against t2 Soviets. If I'm ahead, I like to go for t4 after t2, as t3 is not bad but a little lackluster ( it can be very good for an ostwind if you have dominated). Otherwise go for t3 and get a pz4 or a stug, but I prefer the pz4 if I don't have spotting scopes.
Maps: veto all closer quarter maps, ost is terrible there. |
First of all, dodge the rifle nades ( watch out for the animation, don't clump your units, retreat if needed).
If the enemy spams grens with lmgs and nades he won't have a Pak or mines, so get an m20 or sth like that and kite the shit out of him. Additionally you can get an hmg into a house as rifle nades don't have burn damage.
Last but not least upgraded rifleman with vet are deadly, and if he does not have an mg42 you should have a good time |
I just looked it up: in vcoh they had 15% deflection damage, a reload of 8! seconds, terrible accuracy at far and worse penetration (45% to pen pz4 front), but it had 120 base damage. Of course this is hard to compare to coh2 ( lack of side armor, overall different game)
And it's the first time I have to agree with katiof in a long time, in that reducing the weapon slots is not an option. This would be a hard overnerf ( I mean compare it to my suggestion, which is a very very minor nerf) |