u know, if you want things to be used as they were designed, design them to be effective on how they are going to be used.
tanks are pretty much rng cannons right now to infantry, scatter and aoe are generally unreliable on them, sometimes they hit something per shot, sometimes they miss for 3 shots in a row, sometimes they squad wipe. there needs to be consistency on medium tanks against infantry.
lower the effective killing aoe, reduce the scatter. let the main gun be capable of wounding infantry, while the real killers being the hull mg/coaxial.
then we can use these things like proper gun platforms rather than rng machines while crushing is a more effective method to deal with infantry.
Profile of wongtp
Post History of wongtp
Thread: Week 3 Update to the Balance Mod25 May 2016, 04:05 AM
In: COH2 Gameplay |
Thread: All players should sub to the preview mod?2 May 2016, 11:57 AM
or an automatch for preview purposes. no need for mods, force the dl on everyone but to play the existing automatch or the preview automatch is up to the individual. problem with game lobby is that skill levels are never balanced. In: Lobby |
Thread: (may preview) jackson sight buff and veterancy bonus2 May 2016, 06:20 AM
whatever you guys say man, until USF can have a non doctrinal sherman jumbo with 800hp, 320 frontal armour, with a 76mm gun; soviets with a kv85 with 800hp, 320 front armour and a 85mm gun they need this little buff. soviets and USF especially, do not have non doctrinal heavy armour to probe at enemy lines and infantry will be a constant bleed if used that way. while panthers are excellent at this job, since they can bounce most AT gun shots, AT nades and AT rifles with repairs being free and fast with sturmpios, they risk little to nothing when scouting enemy lines. however though, damage nerf to 160 is well justified. In: COH2 Balance |
Thread: Balance Preview Mod - Your Thoughts After Using It1 May 2016, 03:14 AM
could be better implemented me thinks. its a official preview, put it in automatch please, so that balance previewers who wants to have a go at it without waiting for 30mins in the custom lobby waiting for people to join the game. this way, the chinese/koreans/non english people at least knows there's such a patch going on and we can have a much bigger pool of people playing it. and looking for people to play right now if anyone wants to. In: Lobby |
Thread: Balance Preview Mod - Your Thoughts After Using It30 Apr 2016, 17:04 PM
game's in a step in the right direction, alot more enjoyable as soviets now. penals have turned into something pretty useful, able to trade well as long as they are well positioned in cover. with the right commanders, 120mm and guards, they are able to pull through early-mid to mid game without much of a problem, hmgs can be gunned down and mortared to hell. guards can provide some light AT support and long range force multiplier. the patch has been fun, but not without its own problems though. conscripts are still extremely cost inefficient, costs too much to get them upgraded, but still inferior to grens in almost all aspects even with the additional costs. it is somewhat better to go for penals to t2/t3 for support teams or t70s. volks are still extremely effective, spammable and durable. they are an AI force to be reckoned with, almost too damn good at it, especially with vet 5 when vet 3 infantry from other factions just cannot match up to their durability and dps. vet 4 and 5 really needs a rework, since okw is no longer the 'expensive but potentially powerful units' faction. they have no drawbacks from resource penalty anymore. In: Lobby |
Thread: Guards are underpowered27 Apr 2016, 01:51 AM
for 330mp they are overpriced at their current stats, for being mostly similar to conscripts with better weapons and still requiring 75munitions more to be roughly equal to grens. they should be better, if not cheaper. maybe a 290mp price tag with reinforcement costs reduced to adjust. or since they are primarily defensive troops and are 4 models useless on the move, they need better survivability against indirect explosive weapons. give them a raw boost in hp to maybe 90 to help them resist mortar rounds. In: COH2 Balance |
Thread: Conscript PTRS are not that good26 Apr 2016, 16:19 PM
they can just remove it and turn it into guards infantry instead. that would make the commander so much more viable. In: COH2 Balance |
Thread: What is USF answer to Koenigstiger26 Apr 2016, 00:45 AM
if its only a KT then jacksons will work. if its a teamgame and jagdtiger is on the field as well, then good luck to you, In: COH2 Gameplay |
Thread: Farewell & Hello - Breaking Brad 22 Apr 2016, 02:01 AM
man stop adding suppression to statics buildings, not for bofors, not for schwere. they have extreme range, snipes infantry and are great at wiping squads in mere seconds. aoe suppression is just gonna make it much more difficult to get out of range and its just going to be an instant retreat per shot. In: Lobby |
Thread: OBK Explanation 16 Apr 2016, 16:37 PM
vickers and sections, bread and butter of any british play. fight at range, in cover, sections arguably beat everything okw can throw at them. use vickers and infantry upgrades to match numerically superior okw. be smart with ur 1st section, dont rush towards heavily contested points against a sturmpioneer, you are going to get rekt. instead wait out for vickers and try to pin them down instead. you have machine guns, use them. they work wonders against the infantry heavy playstyle of okw. use sections to locate infantry and then bring up vickers to pin them down. redeploy sections to cover flanks and focus fire on flanking infantry squads. dont go mortar pits against okw, more often than not, its a 400mp drain since you do not need to go up against set up teams. put these resources into bolster squads/brens & piats. upgrade ur sections and watch them chew through volks/sturms. next, read the opponents. if your vickers use is good, likely they are going to need vehicles to counter you, either flak halftracks or luchs, regardless, you are going to need AT guns. a fairly decent midgame build will be 3 sections, 1 vickers, and 1 AT gun with brens/piats upgraded. sappers can be purchased after AT guns to hold piats and lay mines to support against flanking armour. from here on out, its all about cromwells and fireflies as well as preserving your vetted squads. In: UKF Strategies |
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