Thank you Mate |
Bad news =( |
The Stug will still be more efficient vs heavies than the SU76. The Stug is also considerably more cost-efficient vs medium armour too, due to the pathetic accuracy of SU76, and the fact that SU76's turret is completely fixed.
We can't fix the SU76 penetration at this point because:
- The SU76 would have to receive accuracy buffs, which would hurt OST even more without T4 buffs
- King Tiger and is out of scope, if you can believe that
On the other hand, we can touch the Stug freely because every single allied vehicle with considerable armour is in scope. If there's a particular allied heavy that causes particular trouble to OST, we can simply adjust the heavy and be done with it.
Regarding Stug G , in my oppinion its frontal armor is so low (never seen a bullet bouncing). I still remember Stug from Coh1 and I liked it.
Maybe, reduce its power penetration on mid-long, increase fuel cost to 100-110 and increase the frontal armor (180-200 armor) to give that tank the intended role (counter to medium armor).
If i'm not wrong, T34_76 armor is 150 and Stug G is 140. |
No, it doesn´t. It would be pretty useless if it does though. One single S-Mine doesn't do that much damage, so it's dependant on the fact, that the squad will carry on moving throw it, thus taking more damage. If it would deal suppression, the squad would stop moving and you would have more than enough time to retreat/move out of the S-Mine field and thus rendering it almost useless.
In my case, I don't like mines to deal damage, I like them to stop unforeseen flanks (Coh1 style) by stopping enemy infantry. |
Hello Mr.Smith, in that case I was the attacker (werh) pushing into a soviet mined area. The soviet spammed a lot of anti-inf mines (from the commander with Diuska,120 mortar,I think its the deffensive one) combined with regular mines.
None of the AI mines made me get into suppresion, and I remember I hit regular mines aswell. I'll check the replay to better confirm.
About AI mines it may be a good buff to that commander (underused) to increase ammo x mine but let a small suppresion.
I have a question I didn't check. Does AI minefield from werh suppress?
As I told you before, those are my thoughts. We are a group of veteran Coh2 players (that participated in some 2v2 tourneys) and we wan't to test and give feedback on the FBP. We switch teams to play either Axis or Allies.But sometimes it's hard to meet 4 of us at the same time. If any veteran player would like to participate in playing custom games (Fall balance patch) please contact me.
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After playing a few competitive 2v2 games here are my thoughts:
Overall, its in a good direction. (USF NOT TESTED) I would like to see mines suppressing infantry (yellow suppresion)
Arty:
With some arty nerfed, others come back. Right now the 120mm soviet mortar is the best arty. It may need autofire range reduction while keep manual fire its range.
Leig: Not anymore a hard counter to mortar pit. But it's rate of fire and autoface makes it really strong vs movile infantry. A suggestion would be to increase its arc of fire but disable autofacing.
Mortar Pit: Seems better now, it should be microed to deal long range damage. I would only reduce its armor to small guns so you can damage it with regular infantry in case of a frontal push.
Stuka: Nerfed but its still efective.
Pwerfer: I don't feel it like a real counter to 120's mortars. It took me many shots to decrew it, it should give yellow suppresion (to at least, reduce the rate of fire of my targets) Werfer vet is fine.
Kats: Seems the best onmap arty right now, it can still wipe some infantry but its not as strong as calliope was. Maybe less rockets in the first barrage to be able to react?
Land mattress: Its a bit OP, but at least is counterable with Stuka.
ML-20: It seems it could be new meta, affordable now. its counters got nerfed.
Infantry:
Good changes on penals, they are strong but now a Panzer II or 222 can get close to move them out of cover.
Haven't tested maxims.
Tanks:
Elephant changes are fine, Its not a killing machine, but it can hold the line. unsupported Elephant can be killed easy by a frontal attack.
Firefly: good AT tank, tulips nerfed to the right place.
Abilities:
Stuka Dive bomb is harder to reach, I think its in a good place, it was spammable before the patch.
Soviet Loiter: After the AA changes, that ability is really strong, we may need to find counters to it but without AA in the field, that ability is a bit OP.
Sexton commander flare/arty: I don't remember the exact name of that ability (it kills inf and blinds vehicles) but I think it should not be able to hit without line of sight.
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I think a good ability for the maxim would be to expand and limit temporally the vision around the arc of fire. (USF AT Gun style). Many other units has something similar, Zis gun, SU-76, T-70. ¿Why not maxim? |
I would consider adding more than 3 maps and removing 6+ from the 2v2 pool.
It's incredible the low quality (in balance terms)on the 2v2 pool right now.
It would be fine if someone makes a poll to vote the worst 2v2 maps and best 2v2 maps. |
Where can I find the British revamp post? |
With 3 differents allies factions, german are still the favorites, at least in my game mode, 2v2.
Why?
In my case, I like playing 2v2 german because I find the games more challenging. Seems easier to play allies. Try double werh! and feel the cheese of allies.
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