the numbers on it have been nerfed all round and ingame it certainly feels very different - you can't throw it into multiple AT sources without it dying on the way out. survivability with ~300 armor and 1080HP is almost identical to the tiger now.
I'm wondering if multiple centaur is competitive (speed buff is very welcome), or maybe even the regular churchill. that is not to say the croc is weak - it's still being used and is effective.
Profile of Strummingbird
Post History of Strummingbird
Thread: [UKF] Lets talk about the churchill crocodile.3 Jan 2018, 20:30 PM
In: COH2 Balance |
Thread: Mech vs Firestorm; funny game23 Dec 2017, 11:55 AM
Fighting flamer sturms on this map is a PITA, i think fighting two on this map would be quite impossible. either way it was a pretty fun game despite early screwups (lategame dozer shermans + jacksons are a tough nut to crack) In: Replays |
Thread: [DBP] Known bugs/issues in DBP v2.012 Dec 2017, 15:23 PM
Opel Blitz retains death crits (like kubel, IRHT in live) In: COH2 Gameplay |
Thread: December Balance Preview8 Dec 2017, 01:03 AM
I support tiger for storm doctrine. Shake up the meta a little In: Lobby |
Thread: [DBP] Tank Hunter feedback thread3 Dec 2017, 05:12 AM
played a couple games with tank hunter yesterday, i think the ambush cons are a bit too strong considering the base cost of the squad and the synergy with maxims (a lot like AT partisans and guards in the previous meta) getting a good ambush is satisfying but its too easy to oorah up and punish any slight mismicro for very little difficulty, and lategame a couple squads can stall out armor from the front very easily just by threatening the 300dmg nuke suggest looking into spreading some of the ability out to ptrs cons to ptrs penals- if ptrs penals got the cloak + nuke nades there would have to be a significantly greater upfront investment in cost and tech and subsequently reinforcement, so its less likely you get more than one squad (right now two squads of cons can cover half the map, esp with oorah) It also requires preemptive teching instead of instantly popping the doc and upgrading ptrs on cons the moment you see the enemy light vehicle, which is half the reason why AT partisans are so potent. Cons could get a slightly weaker version of the ability with less nades (or something like what honeynuts suggested). alternatively if the nades were thrown with delay between them so that a vehicle that sees them and instantly reverses will get hit by the first few and maybe snared, but wont be practically instakilled. In: COH2 Balance |
Thread: The 1.61 change for flame Hetzer3 Dec 2017, 04:37 AM
I suggest trying the unit first if you haven't already - the OKW opel steamroller into squadwiping hetzer was too much at 8CP for no tech cost. Its damage is really quite something now. In: OKW Strategies |
Thread: December Balance Preview2 Dec 2017, 10:42 AM
Maxims + AT rifle cons + ML20 is a very potent combo in teamgames. Whether it's too strong I can't say but it might be quite dominant on narrower maps. Example: https://www.coh2.org/replay/66206/2v2-dbp-v1-6-1-usf-sov-vs-ost-okw Luftwaffe doesn't seem to offer very much, perhaps a more radical revamp? RE. Flame hetzer Cost and CP increase would be helpful here. More concerned about its retreat wiping strength, which is considerable. usf mortar HT Strength isn't so much synergistic as opposed to its pinpoint accuracy and ability to strip squad HP (from full health squads) and wipe weakened squads very reliably. results in having to play extremely cautiously with squads (can't cap even after winning fights, squads go into combat and have to retreat very quickly for fear or instant death, etc). Not enjoyable gameplay 76mm Sherman increasing HP would make it overlap with the ez8 and dozer upgraded sherman even more. If its meant to be a mobile tank hunter that you amass and throw in to trade for axis armor perhaps something more unique would fit this role. Minedrop S-mine like ability would be good (though potentially even stronger bc retreat wipes). maybe lower lethality slightly to compensate Greyhound 4CP is a good starting point. In: Lobby |
Thread: [DBP] Tank Hunter feedback thread2 Dec 2017, 10:29 AM
I'd prefer keeping the ML20 because what it needs to be competitive against a lot of other very potent doctrines is not another big gun or more antitank- where it lacks in live (1v1 and 2v2) is use against teamweapon play, cloaked raks, paks, multiple MGs. ML20 rounds out the composition much better than a command SU85 or B4 (which is unreliable and conceptually impossible to balance without compromising the aesthetic of it being a giant cannon). In: COH2 Balance |
Thread: December Balance Preview1 Dec 2017, 10:30 AM
Consolidation of feedback from several games OKW okw opel is a nice addition, but forward reinforce with OKW in this form is pretty brutal. The truck is quite tanky, so you can do a lot of pushing, eat damage and nades, and just drive off once the engagement is won to repair. 2CP allows you to blob up and camp and cutoffs very early as well. i'd suggest pushing it to 3CP and seeing how it develops from there. MP40 volks are very average, don't see myself using them much since theyre a downgrade from stgs and cost more. probably only worthwhile as a grenade squad, might need to play with them more to see OKW med truck is still pretty trash vs USF and probably soviets - i'd suggest trying a toggle mode (with delay and/or static requirement) for the 251 flak to allow it to reinf infantry. this would emphasize the inf-based playstyle aspect of med HQ and give the flak HT a purpose beyond being a bad luchs substitute. At the same time the blob reinforcing at cutoff wouldn't be such an issue as with the opel due to the fact that it would be firing rather than in reinforcement mode, and fuel cost / timing is later. flak emplacement is really quite strong now. possibly too strong? Hetzer is deceptively strong (i think maybe too strong depending on map and if okw has a balanced comp to support it- the DOT is quite nasty) flame leig rounds don't set buildings ablaze - consider letting them do that 340MP obers are possible balance issues since now you can get a strong comp with them much more easily. USF *possible mortar tracking bug for USF mortar HT. might want to look into it. Either way fighting the usf mortar HT is an exercise in frustration - might want to tweak scatter and cost to match. i don't see 76mm shermans to be very useful vs normal compositions (usf problem isnt lethality vs vehicles normally, its getting 4shotted by raks / paks eg. and the 76 offers nothing for the higher price. i'd get jacksons vs stug based AT comps- regular shermans would round that out better than 76s as well i suspect). On top of that reg shermans get dozer HP buff in this doc, and lastly the unit itself is a little flavourless (just a high ROF sherman). i'm not sure whats the point of the jeep w/o the upgrade unless its meant to be a capping unit, but now you have to stall a long time vs okw kubel pressure before you can afford the munis -but once it has the upgrade its quite annoying to fight, a little like a fast vickers UC. But its armor is still trash after upgrade. I'd suggest reinstating the 155mm barrage as an ability on the dodge truck to give it purpose later on. Greyhound could use a CP increase- its basically a very strong safety net against flak HT and other light vehicles, and its quite lethal as well vs infantry. Canister should be relooked at again as well. Mine drop activates immediately upon touching the ground and wipes squads, so it's a very cheap (90mu) force retreat button. Probably should be altered. In: Lobby |
Thread: 1.6 Firestorm vs Infantry1 Dec 2017, 09:09 AM
Demonstrating the power of the opel blitz truck. 340MP obers are pretty sick- possible balance issues since now you can get a strong comp with them much easier *possible mortar tracking bug for USF mortar HT. might want to look into it In: Replays |
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