OR OR OR OR OR
HEAR ME OUT
OR
We KEEP the assault group call in as an ability, but make Assault Guards buildable from T4 at a higher price than the call in (320mp).
Profile of T.R. Stormjäger
General Information
Broadcast: https://www.twitch.tv/stormjager_live
Steam: 76561198021567998
Nationality:
Greece
Broadcast: https://www.twitch.tv/stormjager_live
Steam: 76561198021567998
Nationality:
Greece
Signature
Post History of T.R. Stormjäger
Thread: Soviet Lendlease rework19 Dec 2019, 14:08 PM
In: COH2 Gameplay |
Thread: Bayeux and Novgorod Outskirts ruin 1v119 Dec 2019, 14:06 PM
The “no easy to attack, hard to defend cutoffs” about Langreskaya pretty much screams he has no clue. In: COH2 Balance |
Thread: Simple Fixes: Tank Meta Issues19 Dec 2019, 13:48 PM
And like I explained, that’s not a role. Every tank can be a brawler vs a weaker tank. Hence why I gave two possible avenues for a Panther role: Better moving accuracy, more top speed = hunt down tanks Worse mobility, 210 fuel, 60 range, more armour, less health and turret rotation = expensive long range sniper In: COH2 Balance |
Thread: Simple Fixes: Tank Meta Issues19 Dec 2019, 13:42 PM
That’s not a role, that’s the basis of tank combat. P4 beats T34/76 because it costs more but loses to T34/85 because it costs less. Panther beats T34/85 because it costs more but loses to IS2 because it costs less. A role is different. The FF has a role, as an immobile sniper that’s vulnerable when assaulted directly. The T34/76 has a role as a flank protector, flanker and sacrificial piece with ram. The Tiger has a role as a breakthrough tank with limited mobility that needs support to excel. The Panther doesn’t have a role other than brawling with mediums and softcountering heavies. In: COH2 Balance |
Thread: Simple Fixes: Tank Meta Issues19 Dec 2019, 13:11 PM
So what exactly is the Panther so good at? Which role does the current version excel at? In: COH2 Balance |
Thread: Simple Fixes: Tank Meta Issues19 Dec 2019, 12:38 PM
Well which role is best for the Panther then? Expensive Sniper, weak to flanking Expensive hunter/diver, weak to flanking Current version which is underwhelming at everything In: COH2 Balance |
Thread: Simple Fixes: Tank Meta Issues19 Dec 2019, 12:33 PM
Isn’t the FF supposed to be the best designed TD? Working on similar principles should yield a good result.
Reason I’d keep top speed but give it shit acceleration is because historically the Panther had a very high top speed. Other than that I think making the Panther a well armoured, not very mobile, high accuracy and very high cost sniper that’s susceptible to flanking would be a very good way to go. As for the JP4 it could get a slight mobility boost and slight pen nerf/cost decrease to allow it to be a more mobile sniper useful vs mobile mediums. In: COH2 Balance |
Thread: Simple Fixes: Tank Meta Issues19 Dec 2019, 12:01 PM
The Panther should get 60 range, cost up to 210 and decreased acceleration. Decrease turret rotation and revert the HP buff while giving it half the armour back. That way positioning matters above all for Panthers, they are expensive because they are good and their lack of acceleration means counterplay is easier with flanking. Good armour and mediocre HP means you can easily kill a Panther by flanking it, plus its higher cost means it’ll be less supported, so you can’t yolo a panther and have it survive. Its slower turret rotation contributes to all that. In: COH2 Balance |
Thread: Bayeux and Novgorod Outskirts ruin 1v119 Dec 2019, 09:32 AM
Except the horizontal road has no hedges/garrisons to hide behind like crossroads and the river is isolated by sight blockers and isn’t a main venue but a side one. In: COH2 Balance |
Thread: Bayeux and Novgorod Outskirts ruin 1v119 Dec 2019, 01:05 AM
I thought the huge negative cover river and road sections, with massive cutoffs next to the base entrance and a wide open middle with lots of negative cover were pretty obvious. Despite it all, it actually works great, a shining example of an alternative map that works. In: COH2 Balance |
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Latest replays uploaded by T.R. Stormjäger
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Unreal 57 min battle. Cast worthy. Level 13 vs 11.by: T.R. Stormjäger map: Faymonville Approach2-896
10004499772995339864091871899348957388494
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