On-topic:
I don't think there is an issue with Centaur suppression. The ability is hard to aim and time. I never use it to be honest.
Since you never use it then maybe have you considered your not good at using the ability or understanding how potent it can be rather than thinking it's no good. |
I think this ability should be doctrinal or might be rework in other way.and only 1 faction have this KInd of ability.
-I literally has an issue about smine field when I losing an area and my opposite start to planting it on critical area(such as fuel,ammo or supply line). in 1vs1.
A problem of this minesfield is not about Its damage or It have a sign , a problem is
-It took too much time(around 6-8 sec )for clear it out by mine sweeper that time is long enough for make your opposite can run to defense an area that you're about to attack and you can't fight while you're stand on a minefield especially when Opposite have mortar / tank in a field.
-To clear By mortar or AT will took longer and uneffective.sometime It still explode in same area that it was BOOM for some reason.
Or you could just run over the mine field with a lv with 0 consequence. |
That's more of an idea for CoH3, such change is too major for CoH2.
Assuming we get the Soviets in coh3 that is. |
yeah i don't think a simple shell-switch alone would be good idea. you'd basically have to neuter the AI mode into uselessness, otherwise you'd end up with another massively OP unit even outshining the baby-AT gun prior to the canister shot nerf.
That why I said your idea of having to switch in order use a barrage might be a better idea. |
I assume the barrage would still cost munitions in your proposal? If yes, a shell switch inducing a slight delay might not be a bad idea. At least it would require a bit more foresight to use the barrage that way.
Well, i was thinking not a barrage but it switches to an arty mode with reasonable cool-down between each shell no munitions cost. But what you thought could actually be better, since the point is to add risk to use the ability as you won't be able to quickly switch and go after the MG's that punishing you for being sloppy with you movement or not have to deal with charging vehicles. |
ok, here is my idea why don't make the ZiS 3's barrage into a toggle mode like how AP and HE rounds are in ISU-152 instead of an ability. The zis can toggle between brumbar like arty and at gun with a decent cooldown in the middle. It kinda ridiculous how it can instantly go from being an at gun to arty piece and back so quickly. |
Do you mean what OST unit would be better on the Soviet side than OST then I'd say P4. |
Cromwell is probably observer bias, but for the Comet I agree. This thing is very strong, but I think this is due to lacking proper late game AI options, so something in the Brit faction must be OP to compensate...
Doesn't the comet have the same frontal armor value as the panther???? |
Since no one has complained about that unit in a long time, I'll take the step forward and go ahead.
I've been testing the JP4 a lot recently, and I find it either OP or at least very close to it. I am talking from a team game perspective (2v2/3v3), and seriously this thing is amazing.
The stats are good to great. Small target size, good armor, but most importantly: very good ROF.
If I had two complaints about the unit, I'd say it is its mobility. It feels a bit janky to use, but at least after vet3 this problem is solved as well. Penetration is a bit low, I don't necessarily recommend it vs Brits. Still, the pen is high enough to 100% penetrate every other stock unit apart from Churchill and Comet. Against Soviets and USF the JP4 works like a charm.
The vet is SO strong on it. +160 HP at vet 2, making it a 5-shot vehicle. Unless you really screw up, it practically does not die from this point onwards. And even if it does, your opponent has pushed so far that you'll at least get a trade from it. The accuracy bonus at vet3 will basically guarantee you a hit against all mediums and above as long as you stand still. The 60 range will also guarantee to shut down enemy TDs, against which the JP4 will almost guarantee a win in a shoot out.
vet4-5 usually come fairly late and are often not game deciding anymore, but the second vet level is easily reachable, and as I said you won't lose the JP4 from there on, so it is only a matter of time for the rest of the vet to kick in.
ROF is great, even at vet0 (5 seconds) and just gets better at vet4 (4 seconds).
The lack of mobility can often been counter acted by good scouting (I often play Pfusiliere with it) and 1-2 mines on the most obvious flanking paths. As for repairs, I usually play T2 (with my OST team mate donating a med bunker) to get the repairatrons, which also counter acts the increased repair time with 800 HP.
The only real weakness that I have not managed to overcome is the difficulty to really finish off enemy vehicles. That's a clear disadvantage compared to the Panther. But apart from this, you get so much out of this unit it is crazy.
wow, you only just noticed this. It's been pretty borderline OP. There real reason why people don't complain about it, is very simple: P4 is essential and is enough to counter mediums while allies need TD's to counter it and Panthers have mobility to chase TD while JP4 just act as area denials so in short, OKW don't really need it in 1v1 or 2v2 people don't see it often and hence less complaining. |
Yes, you're right.
I'd say your idea is worth a try. G43s have exceptional moving DPS so the only thing to be aware of should be high wiping capabilities. On the other hand, (non stealth) PGrens can do similar stuff too. So it might not be an issue.
I hope if the next patch comes they'll try something with g43 stormtroopers currently g43's PG's are just better. |