It looks like the tiger took a shot at a very sharp angle though. An E8 angled so sharply (why the tiger would shoot at the angled part I don't know) could deflect a tiger shot |
It is an M4A3E8. M4A3E2's had a different looking tuuret, a different looking mantlet, didn't have the HVSS suspension, and also had a fatter appearance.
Googling has confirmed this. I'm the stupid one |
Anyone try giving them a browning or 2? |
bah |
USF has trouble with snipers, but riflemen might wipe the field of conscripts.
Of course, maxim spam maxim spam maxim spam, not to mention ZiS 3 comes from the same Tier as maxims (no AA HT)
It seems that the Soviets should counter the USF pretty well, and throughout the game.
However, the USF will have a huge edge in mobility with the AA HT or m20.
But I don't think riflemen will handle well against maxim spam. Maxim spam just might dominate this match up. |
yeah totally agree apart from a couple of points.
1.the fact that USF is a 20 min win or you lose is so shit, and personally think that this has to fixed. current meta as Ost and okW seems to a camp fest and just wait for the late game where usf will get rolled.
2. usf arty is SHIT, pack howi, gun carriage howi, mortar ht all under perform and call in art are expensive as hell.
1. Fully agree and I bitch up a storm about this
2. Eh it's gotten better with patches |
Aren't you supposed to beat him before TA? TA is fairly late at 15 CPs. By then, easy 8s and other fun things should tear him up. If he's still standing...you got outplayed mate.
It's true that he has plenty of units to make a complete faction even without the TA, but if he is making use of fuel for his elite troops, that means you can make use of fuel for things that kill said elite troops. Paks come out so send out a pack howie, WP arty, m8 scott, ect. Seriously I think rifle company is your best bet here.
You want to play strategically. Confine him to a nice, circular defensive position, probe it at multiple points, drop WP (or some other kind of arty) on the ATGs or any other unit of importance. Alternatively, he will creep back into a defensive circle, at which point you can just arty him to death.
Seriously just arty. Infantry company works well for this and mech company has good arty. You should have 2/3 of those companies anyway.
Not saying it's easy, but thats how you do it |
I think the real problem is the maps. Conceptually, Axis are two very defensive factions where as Allies are very mobile and very aggressive. In 1v1's or on some 2v2 maps such as Moscow Outskirts Allies are able to make use of their aggressive and mobile units. However due to all of the chokepoint, cluttered and blobby maps that occupy 3v3, 4v4 and the majority of 2v2 maps, it means that flanking and outmanoeuvring your opponent is impossible so it's all about blobs vs blobs, support weapons verse support weapons, tanks vs tanks over the exact same points.
Axis by design have better defensive infantry (LMG Grens, Obers) better blob control with MG teams, better mortars and artillery, better AT guns and stronger tanks. The strengths of Soviets and Americans can be used in a 1v1 to flank, outmanoeuvre and outplay your opponent, but in the awful blob/camp/chokepoint maps of team games there just simply isn't any potential or possibility for that to happen. There isn't enough skill differentiates in team games, and especially just the unit design is so much easier and forgiving for axis especially in the late game.
For example looking in a non doctrinal call in sense, you've got the SU-85's which are super finesse because of their lack of rotatable turret and with no infantry damage. Jacksons are incredibly fragile and die very easily and also with no infantry damage. One small minor mis-plays and you can lose these dedicated tank destroyers incredibly easily. Especially when you factor is Panzerfausts/AT Grenades penetrate SU-85's and Jacksons essentially 100% of the time, compared to AT Grenades penetrating P4's and Panthers basically 50% of the time.
Axis tanks however you've got Panzer IV's, Panthers. Both are very mobile, very strong, very powerful, have great infantry damage and have Blitzkrieg to keep them alive. Where as what do Jacksons and SU-85's have going for them? Range. That's it, range.
But it's very hard to make use of the range against tanks supported by Shreks or Paks. And because it's team games with so many more people there's always going to be blobs of Shreks or Paks supporting tanks.
It's also impossible for Soviets to support their tanks with AT infantry because it just doesn't exist, and Americans have bazookas which work okay against medium tanks, but as soon as any heavy tanks come in such as a Tiger/Elefant Bazookas are pretty worthless. Not only do they have less damage/penetration than Shreks, but also Axis armour have so much more health and armour.
To allow Allies to be more aggressive and outplay the maps need to be more open, bigger and wider. Maps can't too big though, otherwise retreat timers are too punishing. Maps for team games should be rectangular with bases spawning on the long edges so distance to and from bases isn't that high, but the map is wide enough so there's lots of room to prevent choke point and clutter. The example to look at is Moscow Outskirts, it's a great 2v2 map.
TL;DR Allies are balanced in 1v1 because of the map design allows for outplays and use of aggressive play style. Due to the choke points, clutter and so many more units in team games, the awful map design of the majority of team game maps needs to be fixed and opened up to stop rewarding camping and blobbing so much, which conceptually favours axis play style compared to Allies.
The only reason why Allies are currently able to win team games is because of how ludicrously overpowered the ISU-152 is.
This man explains what I was originally trying to say. He gets it. Could you do some videos on this please and try to draw more attention? |
One thing not mentioned here is that OKW to have these super tanks must sacrifice (for the most part) any armor presence till late game. If they take the risk of saving for these AND THE ALLIED PLAYERS DON'T PUNISH THEM FOR THAT CHOICE then they deserve to win.
The entire point of the thread is that it's exponentionally more difficult in 3v3 and 4v4 to punish the axis players |
Ohme, then their is an issue that goes above balance. The Allied factions, especially Americans, are underpowered in the sense that they are way to difficult to practically play. At the pro level where returns for practice diminish, the game might balance out.
But the majority of the COH 2 fanbase, by simple definition, isn't pros. This is a problem |