i think they are at a very good spot now, USF, apart from zooks being mostly useless and capt tier being rather awkward, they are still a very capable force.
the broken ones are mostly, on the axis side. from a 2v2 perspective, jadgtiger ends all anti tank advantage that USF has which is range and firepower on jacksons. moreover, okw/ost has panthers that are armoured to the point to resist other anti tank options quite reliably. meaning to say, axis can effectively nullify jacksons which are the real AT in usf, then roll you with more mobile armour like panthers.
if that isnt enough, there's also obers that shits on all infantry, stukas for indirect fire supremacy.
not saying that allies dont have their fair share of tricks, they do with double snipers, p47s, b4s and isu152, but they are nothing compared to amount of firepower okw teams can field with jagd, obers and/or stukas when they are reign supreme in their own respective departments.
Profile of wongtp
Post History of wongtp
Thread: USA is f****g broken20 Nov 2014, 16:44 PM
In: COH2 Balance |
Thread: Rifle grenade madness after last big patch20 Nov 2014, 09:51 AM
The guy kneeling down is enough of a give away. There's no need for the guy to actually break cover or anything for me to tell that he's firing the grenade. in a rifle firefight, the best give away is trying to close in. the fact that rn does not need to do that, gives it an element of surprise and often clears out a good number of models on hit with the new cover behaviour changes. and when the fighting gets more intense as the game goes on, there's more micro, more events happening on screen which makes that squatting animation very subtle, it is difficult to spot them, compared to breaking cover and moving up into nade range or flanking from the sides. the surprise factor alone makes it the best nade in the whole game. In: COH2 Balance |
Thread: Rifle grenade madness after last big patch20 Nov 2014, 08:24 AM
okay, its not about the timer, its barely about the animation, its about the range. there's no need for grens to break cover and no need for moving into range, which imo is the BIGGEST giveaway for a potential nade throw. this is what makes it hard to spot rifle nades, there's no obvious telltale signs, just miss out a single dude squatting and thats 1 squad you have to retreat, or a squad wipe. compared to other nades, everyone else needs to get into range and thats what makes it easy to predict when someone tries to get into nading range. In: COH2 Balance |
Thread: Rifle grenade madness after last big patch20 Nov 2014, 01:30 AM
about fucking time. finally you people are waking up to rifle nades and their damage potential. lower its range or give it some fairly decent signs that its about to fire a nade. In: COH2 Balance |
Thread: Help against 2x okw.14 Nov 2014, 01:29 AM
yea i have changed my style and generally have a much better play against okw. katyusha is brutal, keep firing and let rng get good hits, then you can really bleed okws with their infantry blobs. 120mm is nice but not essential if you are not base pinning them, guards with cons is pretty good, cons can build sandbags and guards are pretty brutal in green cover, they even beat back luchs in cover without much hp losses. i suppose going katyusha is the key to winning infantry fights, cons/guards to hold them in place, kats to wipe everything. |
Thread: The imbalance between Allied and Axis Infantry Anti-tank 13 Nov 2014, 01:08 AM
AT guns should be the real tank snipers. this has been done on vcoh, not sure why relic brought it along to coh2. similarly for zooks, give it dps to match schrecks and lower its cost, but keep its awful penetration and nerf its long range accuracy, it should take rear hits to deal with heavy tanks. given USF jacksons, they need a solid close range AT to deter incoming tanks. it makes complete balance sense that a medium tank should demolish a shreck squad at range, not run away from it. there's more investment involved plus the role of medium tanks is mainly AI and some defense against other aggressive mediums. buff rakaten aim time, nerf schreck effective range to medium short. im fine with that 100% penetration. In: COH2 Balance |
Thread: Just bring us old Stug III! 12 Nov 2014, 01:42 AM
still good against t34s, could do with a slightly lower cost but thats about it. put the allies meta back to t3, suddenly stugs will be alot more popular. In: COH2 Balance |
Thread: Obersoldaten and stuff10 Nov 2014, 14:24 PM
lol, guys chill out, since he cant back his words up, i dont give a flying garden about him and what he says. in my eyes he will be that guy who gets beaten by AI while ober spamming. In: COH2 Balance |
Thread: Obersoldaten and stuff10 Nov 2014, 00:57 AM
some people are denser than a rock. okw is full of elites, the only reasons why they arent used because of this non doctrinal mother of all infantry, obers. okw is perfectly fine on their own, without obers and still have strategies to deal with infantry. flak track has been buffed to awesome levels, instant suppression and a hell load of damage at barely 5-7mins. claiming that okw without obers will lose is really just an uneducated guess, seems like you havent been playing enough okw. i think this is getting no where, the only way for them to understand is to make them feel the pain.
this is so full of shit, i have no idea where to begin. if you cant get vet3-4 with obers i suggest learning when to a move, dodge nades and pray to the rng god so mortar shells wont land on you. apart from that, obers can get to vet3 easily and usually the real reason why obers arent getting to vet 4 onwards are not because they are weak, because there's no more infantry for them to kill and the other team has already conceded. i have no numbers to back me on the 2nd point so i shant comment. 3rd point, micro also refers to focus firing. shocks at range are useless and sniped down easily by obers and supporting fire from volks and sturmpios. considering that the other infantry in the soviet army dont do any damage at range, its simple to prioritize on shocks. infantry running at the same speed also means shocks can never get into close range if you moving back the squad they are targetting and let supporting infantry take shots at shocks. it is that simple. i have no idea why you dont understand just that. or maybe thats why obers are a 'okay' in ur hands, i guess its totally l2p for you. In: COH2 Balance |
Thread: Shreks need long range accuracy nerf9 Nov 2014, 16:59 PM
i suggested it once, brought it up many times and was constantly shafted to the side, but yes. this this and this, it promotes blobby play, no brainer upgrades and insane vet opportunities. if mediums had a chance to wreck stuff at range, it would be a much more balanced game, rather than every single game is all about, blob schrecks, blob obers into schrecks,stuka for support teams, rape everything until JT/KT and end game. it really takes a good katyusha hit though, to really destroy the blob. reduce schreck effective range. In: COH2 Balance |
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