It's a good unit, but it's incredibly impractical. It comes out of the T1 building (so you could get a cannon-HT or PJIV), and it costs a fair bit of fuel/mp.
Realistically, you just aren't going to buy it early game; it's too much of an investment. Even if you had 100% map vision, the resource hit alone would probably set you back - and the thing doesn't have 100% map vision. It has a small FoV that it scans across a larger FoV. Oh, and it takes time to setup.
The only time I've ever used it in 1v1 is when the game has been going on for a LONG time (40+ minutes) and has become a stalemate (both times this has happened was on that map with the river/stream across the middle, and a bunch of trees. forgot the name). At that point, you have enough units to defend in a static manner; which is where the thing shines.
You can use it to spot for your Stuka, meaning that you can strike your enemies WHILE they are massing - this is absolutely amazing; but it means having a Stuka (100 fuel) and an IRHT (35f?) + a considerable amount of MP. It's often more effective to get a panther if you want to push. If you're not using it to spot for Arty, it's pointless.
You're not going to use it to stop flanks - if you built one, you're obviously at a stale-mate, and you've already made a defensive line which won't get flanked easily; or you can play well enough to move your forces around in a quick manner.
Basically, it's not OP. It's decent, and insanely situational. When it's used RIGHT it's incredible, but using it right is so rare in 1v1 that it's basically a 'joke' unit.
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Post History of Doomlord52
Thread: Map Hac- Er, I mean, Searchlight9 Jan 2015, 08:21 AM
In: COH2 Balance |
Thread: Drop/Crash hack?5 Jan 2015, 19:07 PM
The last few dozen lines (or the last few seconds) usually cover what caused the .exe to quit. A normal shutdown will end with "Application closed without errors", where as a crash will list something (or will have some strange stuff in the last bit of the log). If we know what caused the game to quit, it becomes much easier to tell if it was a crash due to something on your end, or due to something the other team did. In: Lobby |
Thread: Off the top off my head Balance Fantasy4 Jan 2015, 21:02 PM
Yea; so you'd have to use the sniper correctly. There's already that stacking-bulletin thing with the Sov sniper that makes its sight range equal to firing range. To not get killed by Obers, grens, etc. all you have to do is micro; keep the sniper in firing range of its target, but outside the firing range of the enemy. This is exactly what Wehr has to do, and what every faction in CoH1 with a sniper (Wehr, US) had to do. The whole 2-man + sprint thing is just a massive crutch to make the faction easier to play. Sov has many ways of keeping inf. away from snipers (Shocks, MG spam, etc.); why do they get the extra bonus of 2-man survivability AND sprint? Outside of the micro argument, it's a massive advantage just in terms of RNG. If an Axis player fires random arty into the FOW and hits the sniper, chances are the Sov player can just retreat and save the vet and squad (only have to reinforce 1 man). As axis, you lose the unit and all vet. Asymmetrical balance is fine; but like I said, it should exist in the vet, or possibly some less-OP ability. In CoH1: Vet 1 US: +20% Sight-Range (to 42 meters) +20% harder to hit by any enemy weapon. Wehr: Health regeneration 10.56 hp/min. Vet 2 US: Enemy units must come 1 meter closer to detect the Sniper.+25% resistance to Suppression. +15% Damage Reduction from all sources. Wehr: Maximum Health + 20%. Received Suppression - 50% Vet 3 US: +15% weapon range (to 57.5 meters) +50% damage with the sniper rifle, ensuring one-shot kills on any infantry unit. No speed penalty in Camouflage mode. Wehr: +40% faster firing rate. By Vet 3, the units were massively different. The US sniper was an amazing scout, but with lower DPS/Attack speed (which made sense, due to Wehr's smaller squad size). The Wehr sniper wasn't as good at scouting, but had higher DPS/Attack speed to counter the US' larget squad size. In: Lobby |
Thread: Drop/Crash hack?4 Jan 2015, 00:16 AM
Anything strange in the warnings.log file? (documents/my games/company of heroes 2). Although, I'm guessing you've started the game up since then. In: Lobby |
Thread: Off the top off my head Balance Fantasy4 Jan 2015, 00:03 AM
Great list; would really improve the game. My only suggestions/concerns are focused around the OKW changes - I'm just not 100% sure if your suggestions would fix the faction (OKW is incredibly flawed). Global Changes - I feel OKW has excess manpower due to low tech cost.All trucks from 200 mp to 250 mp.( i would put 300 mp for flak truck ,but since destruction is issue can't increase more) The only way I could see this working is if you could cancel setup and not have it destroy the truck. 200mp is already a pretty big loss early game (losing your first truck is basically GG, but then again, that shouldn't happen). While I agree that they are a bit too cheap, the actual setup is a fairly big risk. I could see the cost increase working if you could 'cancel' setup (takes ~5-10 seconds) and then could move the truck out of the area. Even if it was a partial loss (say, 50% refund), I think it could work. Return from Fuel cache reduced to 50% from current 66%.I feel multiple fuel caches in large team games allow OKW to profit too much from wehr partner getting heavy armor quicker than was intended by design. I agree in large games that it can get kind of crazy (i've had games as OKW where I was floating over 500 fuel, despite building panthers like crazy), but this only really works in those big games. In 1v1 or even 2v2, this could put OKW at a pretty big disadvantage. Volksgrenadiers - Panzershreck -25% to -30% accuracy at long range.Shreck upgrade cost 80 muni from 90. I feel like these are tied together, since it's basically OKW's early game AT. The problem with the shrek long-range nerf as well as fuel nerf, is that they would be lacking late-game long-range mobile AT. I still prefer my suggestion to fix OKW AT: 1. Remove shreks from Volks, replace with Fausts (~35muni each). 2. Put shreks on Obers (1 for 60-75muni). 3. Put the OST's Pak on the T2 truck (thing needs a 4th unit, anyway). 4. Make the Raketten-thing not miss 95% of the time. The main complaint I got about that was that Obers would become too OP (good AI and AT), but remember; every shrek increases AT at the cost of AI (guy trades rifle/STG44 for shrek). In addition, it would only be possible to have shreks OR doctrine STGs, not both. Mg42 -10% suppression. I like the global change, but I don't think the MG42 warrants the suppression nerf considering its current state. Maybe if its setup/turn time was decent the -10% supression would work, but right now, the MG42 isn't even required for Wehr to work. Wehr - Sniper -25% recieved accuracy for a bit more survivability. I would prefer no change to the Wehr sniper and the Sov sniper changed to 1-man. The Sov 2-man sniper is just far too easy to get high amounts of vet on (hard to kill, especially early game), and makes sniper fights incredibly one sided (Wehr sniper misses = dead, Sov Sniper misses = retreat). I would like to see the Sov sniper brought to 1-man along with the removal of sprint. Basically, make it closer to the US vs. Wehr snipers of CoH1; they're very similar with minor differences to how their vet works. SU-85 -vet 1 camoflage ability. Dear god no. SU-85s are already disgusting enough as it is (they out range almost everything). The last thing I want is an invisible SU-85 (so I can't be prepared for it) hitting my Panther (which it can 2-3 shot anyway) with a first-strike bonus (making it a 2-shot kill). The only way I would even remotely agree with this is if it had a setup/tear down time AND over-all reduced range or reduced pen (bring it inline with other tanks). Over all, a great list of changes. I also like the unit wish list - it's pretty good. My only question would be regarding the OKW nebel, as it would need to be different enough to make it useful over the Stuka. IMO it could be more incendiary-based similar to the Coh1 nebel, or perhaps have more range (but a setup/teardown time) combined with a circular arty-like attack (instead of the stuka's line). In: Lobby |
Thread: You have been disconnected !!!3 Jan 2015, 01:01 AM
Friend can't even play anymore due to this. He gets DC'd 2/3 games with "error -3, connection lost". We're both on the same ISP in the same city (I can play just fine), and neither of us have any connection problems on any other game. In: COH2 Bugs |
Thread: Where is Soviet war machine31 Dec 2014, 22:49 PM
It's gone because it was poorly designed. You can't have a game about unit-preservation and micro have a button that resurrects any lost units (even if for a short period of time). Just use your tanks better and support them. T34-rush/spam is bad enough as it is; I don't even want think about what it would be like to kill 3-T34's only to have them all show up AGAIN 10 seconds later. In: COH2 Gameplay |
Thread: A suggestion to fix Shrek Volk blobs31 Dec 2014, 22:45 PM
Well, at least I'm not the only one who thinks that the factions are just poorly designed. OBW needs effective AT; but muni or fuel starving them (while giving MP overflow) and putting the only effective non-tank AT on Volks is just going to result in the inevitable. 1. Remove shreks from Volks, replace with Fausts (~35muni each). 2. Put shreks on Obers (1 for 60-75muni). 3. Put the OST's Pak on the T2 truck (thing needs a 4th unit, anyway). 4. Make the Raketten-thing not miss 95% of the time. Now you don't have early-game shrek blobs that are unkillable by vehicles, but aren't instantly rolled by a fast vehicle either (due to raketten not sucking). They can continue to hold their own mid game due to PAK support, and powerful AT becomes available late-game to counter heavy vehicles. It might also make the resource-swap ability not as bad, since low-fuel might be viable (not required to buy tanks late-game, since PAK would have range). In: COH2 Gameplay |
Thread: Howitzer Tank Overperforming31 Dec 2014, 07:22 AM
First complaint i've ever heard about the scott being overpowered, quite funny really.. The stuka is fine; that thing missing so often it's insane. In my last game alone I had at least every salvo miss entire squads that were somehow standing right underneath the rocket. When the RNG is right, it's amazing, but the rate at which it actually hits stuff (especially in cover) is so low it's not even in the same league as the M8A1. In: COH2 Balance |
Thread: Vs. Penal Flamers + Mortar on Stalingrad30 Dec 2014, 00:52 AM
I go for my 3-veto-strategy on Stalingrad right away, veoting it as my first choice. But I already vetoed all the snow maps ![]() I guess. Is stalingrad really that bad? I only started playing a few days ago after a 1.25 year break; so I really have no idea what's going on in the meta (other than blobs, and flamers, which apparently still work). In: OKW Strategies |
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