except ISU does it on the regular. Also a brummbar (lets be honest how often do you actually see one.)and sturm tiger cannot squad wipe from the fog, the ISU's range is way longer, you gotta drive a sturm tiger in pretty close to do anything with it, plus its animation is telegraphed as hell, and it has to reload for a minute. the ISU is in a squad wiping league of its own.
Brummbar is pretty terrible at wiping squads now as far as I can tell, and the Sturmtiger can wipe from the fog quite easily since it fires from 45 range (think normal vision is 35-40) and can track targets. You're right in that the ISU is way above and beyond either of the two, though. |
Then Coh2-stats is incorrect. Do you have a source of the correct stats?
For comparisons reasons here the Coh2-stats links:
http://www.coh2-stats.com/ballistic_weapons/wg_panther_75mm_commander_mp
http://www.coh2-stats.com/ballistic_weapons/panther_kwk42_75mm_mp
Hmm that's strange- I could've sworn I saw the acc for the Cmd Panther gun was 0.35/0.55 and moving modifier .65- i.e. sames as the regular panther- somewhere. Can't remember exactly where though.
Either way, I am absolutely sure that the Cmd Panther has better accuracy than the absymal Wehr Panther, given it can actually hit things while moving. Either that, or I've had the luckiest RNG ever over the course of all my OKW games. |
Spec Ops doctrine is my most picked commander for OKW (in a 1v1 setting). I go for it as soon as possible immediately at 10CP, or shortly after- T1-T3-Luchs-Command Panther, T1-T2-Stuka-Command Panther, that sort of thing.
Coordinated fire is not an increase in just accuracy. It's equal to the old mark target for a shorter duration and much, much cheaper, meaning the target takes 240 damage per shot from the Command Panther, AND 50% more damage from every other source- 240 from raketens, 160 from shrecks, etc etc. This means you don't need to have armor on the field to make it worthwhile- it can two-shot Jacksons, three-shot Easy Eights, four-shot T3485s, and go toe to toe with IS2s head on for the duration of the effect. And it costs just as much as a grenade (35 or 45 munitions), which means you can spam it every time the enemy pokes with his tanks or vice versa.
In addition it can self-sight for the full 50 range, one of the reasons why the Puma is so effective and good at kiting, unlike the normal Panther which can't really take advantage of it's longer range.
Hagen is incorrect as well- the Cmd Panther uses the exact same accuracy as the normal Panther too. So there's that.
And of course there's the aura... Least useful part of the unit, ironically, but it's still a nice bonus to get from what's already a very capable tank destroyer compared to the regular panther.
In my opinion- well worth the price (only 25 fuel more after all). Only downside is reduced veterancy bonuses, but I've never had Panthers OR Command Panthers get the chance to get more than vet 3 in a 1v1 often anyway due to the game ending, so that's a very negligible downside. |
What the Mobile Defense call-in needs is some standardization... say 500MP for two squads, for example which would always give-
1X Vet 3 and 1X LMG osttruppen
-instead of a dice roll. Currently you could quite possibly end up with 300MP worth of infantry if you get 2 non vet osttruppen without weapons, or 700+MP worth if you roll two LMG Osttruppen with triple vet... which is quite a huge difference. |
Oddly enough I was just going to post this game and ask how to beat those LMG grens and Paks... the lethality of those units is insane.
had the whole map, stole an MG, stole the Pak, traded off an M10 and a Sherman for two StuG Es- not the best trade, but considering I was miles ahead in fuel, not too bad either... then LMGs ran right over my army and that was that. |
Thanks for giving my game a cast! Thoroughly enjoyed watching my mistakes being pointed out in detail
I'm definitely no senior strategist as you said, not with that level of nonskill displayed -my logic in going without panzershrecks was because I could safely ignore the SU85 as a non-factor and keep anti-infantry damage up on the volks. As you rightly pointed out my volks weren't doing much damage against his infantry by that point anyway, and I could've gotten some vet shooting the su85, so that's a lesson learnt. StG obers... admittedly I got them for the 'coolness factor', not a good justification by any means
Also ninjaWJ's 4v4 was highly entertaining, not so much in way of strategic insight but lots of explosions made up for that. Not many people cast 4v4s, which is a pity (though understandable). |
When will this ability be fixed on AT guns? It has been broken for ages now. Both on the pak 40 and pak 43. It always mis-fires. Its extremely silly to still have this ability available, but not functional. I'm sure its frustrating for new players who don't know its broken.
I mean I can't be the only one not seeing this just being tossed a side and being forgotten about right?
As much as I would like this to be fixed, it would result in the Pak overperforming to the point of brokenness, I think. The Pak is already the best AT gun ingame, and vets up extremely quick- having one able to singlehandedly stun and kill any piece of medium armor, and in pairs chain-stunning kill every piece of armor in the game, would be silly. Maybe the tooltip could be changed, or the shell given increased penetration or a guaranteed hit and description changed or something. |
1. Get 2 Pumas for 600MP and 160F
2. Somehow get them to vet 1 while fighting guards and AT-nade wielding conscripts in a reasonable timeframe
3. Aimed shots at sniper squad = profit!
4. If he gets 2 sniper squads spend 1200MP and 320F on pumas. 3 snipers? Simple, spend 1800MP/480F. A bargain indeed!
5. Pumas OP.
Or, you could use a Kubel |
I may be wrong, but iirc Partisans, Irregulars, and Osttruppen have 50% increased incoming accuracy. They might have 80 health, but it goes down twice as fast.
Not anymore, they certainly don't drop as fast as old partisans did... and anyway 50% increased incoming damage would mean they died 1.5 times faster than normal, not twice as fast |
Which only confirms that it works as intended.
Two mirrored units sharing the same behaviour most definitely confirms that it's intentional and part of the game's design. Just like how since all MGs in the game get the 180-degree-turn-and-deploy, it's a feature.
Or maybe, just maybe, the two units just had code governing behaviour copied over, bugs and all. Especially since the Pak 40 and 43 had working Target Weak Point at some point last year before a patch broke it. |