Ive started playing them. I'm lvl10 now. Struggle vs okw while ost is piece of cake.
How are you finding Ost sniper plays so far? |
U don't have to remove them. I would be against it. Just why, for example, a faction with IS2, t70, ISU 152, su85, KV series tanks, etc. has them and axis factions don't. Ostheer tanks are no longer so much heavier than allies tanks. I don't understand why allied infantry can punish overextended tanks in many more ways.
Why don't soviets or Brits have teller mines?
Why do no allied TDs have Targrt Weak Point?
Why don't allied infantry get access to any handheld AT that does as much damage as panzershrecks?
Why don't allies have a retreatable AT gun?
Why dom't allies have any super heavy tank destroyers?
The answer to your question, and all of the above, is asymmetry. |
Snipers are literally it. The one hardcounter.
The KV8 has had the 45mm buffed, the ostwind has pen now. The panther has MGs.
Snipers are the one unit expensive enough to have a vehicle that exists at under their price point which they cannot deal damage to. But not the UKF sniper.
Hardcounters Ullu believes exist: 2
Edit: Actually, the very limited number of tank destroyers with no MGs or HE barrages would quality too. My oversight, but that doesn't make this any less absurd.
This is a farcical viewpoint ripped from a different game that just doesn't work for CoH2. Why are you still trying to push it? |
By this strange definition, I don't think any hard counters exist in Ullu's perception of CoH2? At least not once you consider fuel.
Kubels/Bren Carriers and snipers, maybe? That's about the only case I can think of. Scout cars cost fuel, so they can't be less investment.
There's no vehicle I can think of that costs less and always wins. There's no AT guns that can't be circle strafed.
See, if we were playing starcraft, that definition would at least make some sense. Units in that game often have basic costs and their combat potential has very little relation to their positioning, or their facing, or cover, or micro, or range. In starcraft, a lot of units are specifically really good against other types of unit and cheaper one can be placed near more expensive ones and, because combat has so little nuance, you know they will win.
This isn't starcraft and that definition just does not work for CoH2 at all
Even IN starcraft it's vague and hard to define.
In CoH2, its hot garbage.
Refine your personal definition, it does not serve its purpose in this setting. |
Nice to know 'corners exist therefore we must remove satchels' is apparently the new vogue.
Don't, you know, screen your tanks or accept getting punished for blind advances. Nah. Just remove close range high damage abilites from the game. Krupp Stehl!
Honourable mention to 'satchels mean I can't just drive my tanks over the enemy infantry and that's not fair'. |
well...:
https://liquipedia.net/starcraft/Hard_Counters_and_Soft_Counters
I mean..u could simple google this to not be so naive as you stand now ---
Are you kidding.
From your own source
"...We prefer not to use these terms on this wiki. They are ambiguous and there are many edge cases..."
We're also not playing Starcraft, thank god.
CoH2 has never really reached an agreeable consensus on what defines a hard counter, but the common parlance use has never been based around cost. The Jagd and Ele are prime examples of tank hardcounters, and they have long been considered exactly that, which are literally the most expensive units in game. |
That definition exists in your head and literally nowhere else. |
I wasn't aware that this ability worked even if the infantry were mounted in vehicles.
I wonder if this opens new possibilities for M3 Halftrack play, even if that also suffers somewhat from the new accuracy changes. By the time Combined Arms is available, it should probably be producible.
Possibly, but the halftrack takes longer to hit the field, and the potential fuel loss makes it a bit of a sting if you flub. The WC was available early and, especially in 2v2, you could quite often use it to get some really solid field control too begin with. After you had the CP and MU banked for a combined arms, it was a pretty dirty way to pay a lot for total squad deletion, retreating or otherwise.
I just saw that the the combined arms modifiers are exclusive, meaning all other similar modifiers are removed. That's pretty shitty
It is. Assuming it hasn't been patched!
The modifiers are, however, really good. So only a vet 3 unit would get worse, more or less, anything else would see a solid improvement. Especially team weapons. |
It used to be my go to squad wipe button when I had a cav rifle squad inside a WC51 because it would affect them both. WC nerf kinda took the thunder out of it.
Generally? Buy a WC or two when playing as mechanized. They are super replacable, don't even need to give them a gun. Just slap them behind your lines and use them as buff beacons! Which can mark targets and call down artillery if you need.
Yes, you will almost certainly want an MU cache to facilitate this. I also think 1v1s will struggle because maps are less unit dense in that mode. |
Commander ability, small mu cost, click it click point.
Like the old Sov booby trap.
Also fix it giving red cover on the points. |