There's this thing where people complain about something because it makes them feel like they are part of a kind of grassroots movement, which is an appealing role to take. People also just like complaining, partly because it is one way of dealing with ingame losses. Because of that people start repeating what others have said without actually having even the slightest clue what they're talking about. Most of the balance team shittalk and conspiracies are a great example of this.
Also imagine having this signature and making this thread
As far as I know, there is a small mobility nerf during reload, but not much, you can still drive it away. Both AVRE and ST are cancerous, with ST having a larger AOE but AVRE having a turret. Still, unlike AVRE, the ST is in a brilliant commander with the heat shells.
They really should reintroduce the "get out" mechanic if hit during reload.
Turret is nice and all, but having 28m in diameter stun is better.
there was no risk before either, it simply didn't hit reliably and that's what moved most people off*
and that too. You could have still dove it and steal the bastard, which was a risk for the OKW guy. Now you can start reloading after backing up 10 meter and not caring if you get hit or not.
I can't remember if ST was slower during reloading phase before the rework, but if it was, that was also a major contributing factor.
EDIT: BTW ST received several buffs prior due to it being unreliable. So when the rework was live, those buffs were not rolled back.
I think part of the reason why the Sturmtiger buff that made it "OP" is two reasons. First they made a prototype change and didn't apply the change to other units. In this case its the AVRE. So Sturmtiger had free reign while the AVRE was at its 'meh' status. Same thing happened with half-track healing. They only do prototype changes on one unit and then the next patch, it gets applied to all units. This is really bad patch balancing and planning in general.
Another reason why it was so memorable and powerful is because for the past 2 years, the balance team has been nerfing every unit to the ground. Everything that was strong is now weak. Everything that was mediocre is now considered 'normal'. Overtime any slight buff makes the unit immediately overpowered because everything else is sucks.
Sturmtiger was OP because all the major downsides were removed, while none of the upsides and prior buffs addressed. We had a "high risk high reward" unit that got the "high risk" part removed.
I think 4v4 could be a casual variation within the game, with all the crazy RNG mechanics COH2 has/had.
Competitive mods, should be competitive, without clutch main gun crits and abandons. Especially this prevalent in 1v1, where 1 bad/good RNG roll could influence the fait of a match.
Lmao imagine getting serious on an RTS game of all things.
Ontopic: I still stand by what I said. You cannot possibly blame the "OPness" of a Jag + Panther combo whose sole counterplay on the opponent's part is a shitty 17lber.
So my signature stands: cope harder.
A joke is a joke, but your stuff is pure cringe, man.
On topic:
17 prd is crap, wile pak43 can be actually useful.
Just think about your mistakes during gameplay if your sole counter to a Jagdtiger + Panther combo is a 17lber emplacement. The rest of the pages where ppl are running numbers are useless.
I can't imagine you ppl playing chess: lost a rook to queen plus horse mate trap: QUEEN OP! PLZ NERF!
True. At the end of the day, this game is a numbers and chance game. While pure numbers can't stand on their own due to the different scenarios in the game (eg. put a jagdtiger on a small, tight 1v1 map and all of it's "greatness" disappears), they can still paint a nice picture. And in the end, numbers don't lie. Heck, I could have said that the raketen was severely UP 3 or 4 games ago because it missed on my AAHT 4 times in a row, and last game it hit and penetrated each and every shot on a Pershing and AAHT and allied Comet, therefore OP. Don't know why people try to counter statistics and numbers with personal feelings. Sure you can put some context around it, like game mode and map, but concerning something as basic as penetration there really isn't a lot to discuss.
this might be a wild guess, but since raketen is too low, the scatter shots tend to hit obstacles and terrain more often compared to other AT guns. This may rob it from lucky scatter hits on the armor. Although I'd imagine that the difference should not be that big.
They do have scatter but I've tested it yesterday on Redball firing with and without Fog of War.
Without FOW it fires quite accurately within the circle at max range. Low scatter.
Outside of FOW it fires less accurately but still a tight scatter. In 3 activations at max range into FoW, only one shell out of all 3 barrages hit outside of the circle (approx). Tested it with a vet5 JT. Scatter exists as with all multiple shell barrages but on JT it's quite non-existent. Especially since fussies come with the commander which have premium sight and flares.
The Scatter does seem like it should be bigger, just by looking at the stats. But at the same time the AOE is humongous with exceptional one hit kill radius. So no surprise her about JT being able to pop a full squad clumped up in yellow cover.
Personally I haven't built the unit in more then a year and a half, when I used to play 4v4. And it 2v2 I just pick AT overwatch at a slightest hint of facing any heavy TD, while never touching that crap while playing axis. Kind of funny seeing people rage after seeing their stuff nuked from the space, not realizing that they themselves are using a unit, requiring around 1 action per minute to be effective