It's a false choice really. While the Mechanized Company HQ can get you the Luchs faster you still need to spend 80 fuel and 4 minutes unlocking the tech bare minimum (3 minutes between trucks arriving on map, I guess 60 seconds to build an HQ...?). Whereas you can just build the Flak HT immediately.
That being said...
Flak HT is garbage though so never build one. So bad.
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Post History of Corp.Shephard
Thread: Luchs versus Flak HT2 Sep 2014, 04:19 AM
In: OKW Strategies |
Thread: Su-76 Spam in 2v21 Sep 2014, 21:09 PM
Yeah. Jagdtiger/Elefant one-shot kill the SU-76. SU-76s are notoriously vulnerable units. They have low health and armor. If you suspect that he's trying to spam you should attempt to cull the herd early with a decisive combined assault early. Panzergrenadiers with dual Panzershrecks are a good counter to the SU-76 as well. One volley from the squad will kill the SU-76. The SU-76 can't easily protect itself as it's auto-attack is useless against infantry. A replay would be good. The uh... the SU-76 is not terribly well regarded because it sort of sucks. It's possible your team got way behind early game and the enemy's economic advantage was so huge that any unit would have won them the game. 8 is a lot of SU-76s! |
Thread: OKW Puma30 Aug 2014, 07:47 AM
I don't fully understand "extended sight range" either. My intuition is that is the maximum that the unit can achieve by itself. For instance. The SU-76. It has an extended sight radius of 70 but I think most players will agree that they aren't very good spotters! At Vet 1 though they do get Tracking which presumably increases their sight range to 70. Thus 70 represents their maximum sight range. It's probably the same for the Puma here. Take a look at the vet bonuses: SdKfz 234 Puma: Vet1: Ability Vet2: -20% reload, +20% accuracy Vet3: +20% rotation speed, +20% max speed, + 33% damage (120 => 160) Vet4: +5 weapon range Vet5: Extended_sight_enable, Enemy reveal in 35 radius ... vet 5 probably increases it's vision from 50 to 70 while giving it a special ability that detects units through vision blockers as well. In: COH2 Balance |
Thread: Tough 2v2 Match23 Aug 2014, 23:37 PM
To clarify: You faced against an arranged team, with voice chat and everything. I agree. I had no idea my teammate was planning to go with a King Tiger. I got a Panther instead of a Jagdtiger but I was afraid of things going bad. vps or so? We stalled it out for a while but I'm not convinced that the Jagdtiger would have arrived on time. The Panther did okay at dueling 'Easy Eight's and whatnot but against like... ~5-6 AT guns it was never going to actually save the day. Just moving through the replay quickly I could have had the Jagdtiger at a relevant timing though... probably. The Panther stopped a fair amount of VP damage though through pressure. The Jagdtiger would have been worth the risk. In: Replays |
Thread: OKW Puma23 Aug 2014, 08:11 AM
The SU-76's turret is not like the SU-85's. SU-85 gun has some wiggle room but the 76's is even more locked in. Combine that with a real bad turn rate and it can't handle fast moving targets at all. Keep in mind that Guards Buttoning doesn't work on Puma as long as he has smoke. Smoke breaks it instantly. In: COH2 Balance |
Thread: Tough 2v2 Match22 Aug 2014, 21:33 PM
If you don't want the match spoiled then stop reading now. This was a real tough match that I thought would be fun to share. Random 2v2 match. I dunno if the Allies were a random pairing but I somewhat doubt it as I saw the pair twice in a row. I've been trying to develop a good Dual Kubelwagon build for a while. The unit's undervalued I think and I have a fair amount of success with dual Kubels.
The biggest issue is AT guns. AT guns are always a nightmare for OKW though. Walking Stuka's cooldown is a bit long to punish them and the Infantry Support gun is solid but unreliable. Instead I've been experimenting with the Sturmtiger. This game was nightmarish. I felt like I played everything as well I as I could with the exception of the final flub where I lost like 3 pieces of armor in under 15 seconds. Fucking AT guns man. Anyone who says the US AT gun is bad is stupid as hell. So much range and vision is granted by that vet1 power. The Sturmtiger couldn't keep up with the 270 manpower monsters being spawned constantly. The M8A1 is so overpowered against infantry that it's impossible to keep your squads in good health while contesting the map and pushing the enemy AT guns away. I don't want to really write the Sturmtiger off. Not to detract from Ginnuagap or SturmTigerGia's victory. They played well but I don't know how to counter that sort of force. In retrospect my Panther should have been a Jagdtiger but I don't think the Jagdtiger would have hit the field fast enough. Blast. Maybe the Jagdtiger would have been enough? I'd make a guide for this strategy but my Graphics card is too weak to do videos right now so maybe later. Enjoy. In: Replays |
Thread: OKW Puma22 Aug 2014, 20:58 PM
Sure. It depends on what you're seeing and what you're afraid of. There's always an opportunity cost. Perhaps the better way to put it is that the Puma is a ridiculously safe start that has little to no way of backfiring. It's still valuable against infantry-heavy forces. I think we're arguing around each other though. While I think you could nerf it's penetration to help out I'd prefer to nerf the smoke first and foremost. edit: Also, counters that come out before what they're supposed to counter is great as long as it is a soft counter that has weaknesses. AT guns have weaknesses. They can be flanked. They can't do anything against infantry. They're slow and can't chase. They need support. The Puma is hard counter to light vehicles that has durability, speed and smoke to avoid anything that could possibly counter it early game. What hard counter comes out before it does though? Like a real hard counter that can chase it down and kill it? No such thing. The closest thing is a demo-charge or M20 Utility Car mine. S'abit different though. Hard counters shouldn't arrive before the unit they counter. An Jagdtiger shouldn't arrive before a T-34. Hell, the Jagdtiger counters T-34 less than the Puma counters the M20. In: COH2 Balance |
Thread: OKW Puma22 Aug 2014, 20:06 PM
I'm saying an armored car tank destroyer shouldn't counter every tank that one can conceivably build with tech. Not as well as it does. While also having more health than light tanks and smoke at Vet0. While also arriving at ~6-7 minutes into the game. It has so many perks going for it. In: COH2 Balance |
Thread: OKW Puma22 Aug 2014, 19:03 PM
This is a fairly good illustration of why the Puma is too good though. It comes before all enemy tech and handles everything that the allies tend to tech towards. Soviet Tier 3: Counters the M5 Halftrack, counters the T-70, soft-counters the T-34. Soviet Tier 4: Hard counters the SU-76. One of the most ideal units to pick off a Katyusha due to speed, smoke, vision range and accuracy. One of the best flankers against an SU-85. For the US Forces it's much the same. It hard counters everything in LT tech, has a hefty advantage over the Stuart and soft-counters all of Major tech. Even something such as the Jackson vs the Puma can come down to a coinflip of accuracy and flanking. It always will appear before any armor that does show up and it's veterancy scales it up to a ridiculous degree. There's no reason to not rush out a Puma. That's problematic. In: COH2 Balance |
Thread: OKW Puma21 Aug 2014, 19:44 PM
I know I'm late to this party but let me quote where I explained this once before:
... anyways! To get back on topic. Puma does seem overpowered. Way too cost effective. Way too good at it's job. Maybe too good at other jobs like anti-infantry and scouting? It is uncharacteristically durable. Why does it have 400 health when every light tank has 320? It has smoke without veterancy? It's an incredible package of abilities, vision, firepower and durability for cost. In: COH2 Balance |
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