Profile of gokkel
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Posts: 542
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Nationality: Germany
Timezone: Europe/Berlin
Nationality: Germany
Timezone: Europe/Berlin
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Post History of gokkel
Thread: THE GREAT DILEMMA: TO HELP OR NOT30 Dec 2014, 11:10 AM
Depends really on the overall situation and how far away I would be. You could also think like that: if you push equally hard on your side as they do on your mates side, the enemy will be in the exact same dilemma probably. Maybe you actually are forcing the enemy on your mate's side to come to you. In: Lobby |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs25 Dec 2014, 11:40 AM
Yes, I am just saying penetration values of different unit types in general seem to come together more closely on long range. Like Anti Tank Guns will generally drop off less than heavy tank guns. 200 penetration from ZiS-3 vs 260 of a Panther looks slightly more drastic than 180 vs 220 on long range. I didn't want to imply that Axis weapons drop off more. In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs25 Dec 2014, 11:28 AM
First you compare all penetration values at minimum range which for most units and engagements is not very likely. They don't all drop off equally much by range, some weapons drop off more than others. Just something to look out for when comparing. Americans don't have many things with very high penetration, but then it is an US problem and not an Allied problem anymore. They will have to work harder by flanking, or using strenght in quantity with Jacksons (who do more damage per penetrating shot at least) and Anti-Tank guns with the ability which brings it on a penetration level like the other AT guns Something to add, Soviets with Mark Vehicle and US with P-47 have two good abilities that will reduce the required amount of penetrating shots from your army further. They lock you into certain doctrines sadly. I assume Ostheer nowadays has something similar with the Stuka AT strafe... In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs25 Dec 2014, 11:07 AM
How come? Apart from the good old Bazooka / PTRS / Panzerschreck story this is more like a popular myth. Anti-Tank guns are all similar in Penetration (US one with ability). Between equivalent tanks there is not a huge difference either. Like, P4 is slightly higher than T34/76 and Sherman on medium and long range but slightly lower than T34/85 and somewhat lower than Easy Eight Sherman. Tiger is slightly lower than IS-2, Panther is a bit higher than IS-2, IS-2 is slightly higher than Tiger. Jackson is slightly lower than Jagdpanzer IV, Jagdpanzer IV is slightly lower than SU-85. All in all I don't see those huge differences and if you ask me it is easier for Allies to penetrate the Panther from the front than for Axis to penetrate the IS-2. But you know what, this is fine to me, I just cannot follow the argument of the OP. I am in favour of your side armor suggestion by the way, I think this would make the game make more sense. Panther had historically excellent armor in the front, but on the side it was quite vulnerable. In: COH2 Balance |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs25 Dec 2014, 10:39 AM
Yeah sure, Panther and King Tiger have too much armor, but IS-2 is "balanced" when it has nearly as much armor as the King Tiger. In: COH2 Balance |
Thread: Do HMG fire rate bulletins stack?24 Dec 2014, 00:45 AM
What about the reload speed ones? I currently use two but I am not sure if they stack. In: COH2 Gameplay |
Thread: OKW Combined arms23 Dec 2014, 21:45 PM
@Australian Magic: You seem to confuse something, I don't say that OKW abilities and stuff should be cheaper to make up for reduced economy, I just say that the claim from Queen that everything would be already cheaper is wrong. In: COH2 Gameplay |
Thread: OKW Combined arms23 Dec 2014, 16:52 PM
Open the game and see they cost 50 munition both on Ostheer and OKW. 2. okw don't have a mp shortage, in fact they have a surpluss when I play them. due to how cheep volks are. Where in my post did I say that OKW have a manpower shortage? And how are Volksgrenadiers "cheap" relative to other infantry? There is a significant performance gap between them and Riflemen, and they certainly don't overperform over Grenadiers or Conscripts in their vanilla state. 3. luches is best light tank hands down. most HP, and it wreckes infantry Yeah you repeat yourself. Also some additional point that I forgot before, also look at the manpower cost again, the Luchs is the most expensive in that category. Whereas the T70 for example just costs 200 manpower, the Luchs costs 315. Even Ostwind costs only 280 manpower. You are also wrong about okw t4. okw get free fuel for first tech. t4 comes up faster than any other faction. about 6-9 minutes. I get 25 fuel more than US at the start, doesn't really make up for lack of 33% of my income and no fuel caches the full game. That I can rush for T4 (you could do the same with US if you really wanted, if it makes sense is another matter) is completely irrelevant for the argument that there is an economy difference that you deny. As I said earlier. okw prices fit their shortage I think you should leave it at that for future posts in general, people like you are the reason why this forum is such a mess when it comes to balance discussions. 1. What about tiers 2/3 for 40 fuel while captian costs 80? 1. Yeah, this argument is more valid than the ones from the other user before. Especially in case of the Captain I think he is a bit too expensive right now, if you compare him to T2 of Ostheer for example as well. However, does it make up for the 66% fuel income and lack of fuel caches over the whole game? Does it make up for current dominant call in meta where some factions won't even need to tech up completely? 2. They also spawn in middle of map, which according to discussions on this forum is worth an additional price as well. Obersoldaten are just as vulnerable as any other infantry when dealing with AoE damage. How would they be justifying their cost if they were the same as now but without the LMG? No one would really like to buy them for their vanilla state. How OKW has "always too much MP" I don't see. 3. You say it is about utility but then go on only about the combat power against infantry. Also, how Luchs can just ignore everything when there could be anywhere mines orAT grenades breaking engine and Bazookas (which no one buys currently because they are bad against other tanks, I know) and PTRS are actually able to penetrate it I don't know. They are deadly if the enemy is not prepared for them, that is correct, but so is a T70 if I don't have any AT. The current overall meta is more a reason why one unit may be more attractive than the other than the actual tank capabilities if you ask me. Against Ostheer those units probably can do better right now as well. ---- 1. Blizzard resistance is not more than a nice gimmick even on winter maps, but on summer maps it is not even that, so why would one think that this should be part of the price? If this is considered even worth buying, it should be a seperate upgrade for winter maps. And why is it so relevant that they come earlier, you buy them over the whole game time and actually you can get a Panzergrenadier squad with Panzerschrecks around as quick if you put your priority on that. OKW just happens to usually put their first munition in a Panzerschreck anyway because of lack of alternatives. 2. They cost the same as other factions' grenades, so they are not adjusted to OKW economy as the other user implied. 3. Yeah in comparison to Ostheer where many people here think that the teching system makes T4 come too late or expensive. In the time I get my Panther, how many tanks can my enemies already have? How does it help me in the long term when I need more than just that one first tank? The lack of fuel will mean I will have less tanks in the end. 4. Smoke is a veterancy ability, US halftrack can still partially shoot on the move, has longer range and is more deadly against enemy vehicles and the main gun doesn't need as long to set up. Also less vulnerable to small arms and more reliable regarding terrain. In general, no infantry wants to stay in the range of a firing AA halftrack, no matter if it is the German or the American, but the advantages of the American one make me usually rather want to have that one. Even if you consider it a fair trade off of strengths and weaknesses, the OKW one costs around the same even with OKW fuel disadvantage, so it is another example in regards to the other user who said that "all OKW units are fit in price" to the economic disadvantage. 5. Well, I don't see how those commander abilities have a reduced munition price to make up for the economic disadvantage as implied by other user. You might possibly argue that maybe for Flares, but other abilities like for example all the artillery abilities are surely not artifically cheap to make up for income difference in any way. 6. Cost the same as Soviet mines besides lower income as implied again. 7. If you ask me Ostwind is currently overpriced in comparison to other AI vehicles, but even if you consider it balanced it still costs the same as Ostheer one besides reduced income again. P4 is also not really cheaper (it is a bit harder to compare as it comes in a dual pack, has different stats and comes with random experience, but you will find it hard to see here an advantage for OKW again). In: COH2 Gameplay |
Thread: OKW Combined arms23 Dec 2014, 14:26 PM
Last time I checked American T4 (since you seem to like that faction) costed only 10 fuel more, which means it is still a lot cheaper than OKW one if you take the income penalty into account. Converting ressources still won't give you the same amount of resources and it goes at the cost of the one you are converting. No, their prices are not all fit to OKW shortage. 1. MG upgrades are the same cost as Ostheer ones 2. Obersoldaten don't get their lmg "for free", what do you think their 400 manpower cost comes from? They also don't get reinforcement discounts like American paratroopers. Probably Obersoldaten are still too cheap for what they can do, but that is the sad consequence of the overall faction design of OKW and the equally terrifying power that we currently see of the American infantry blobs. 3. So if Luchs is "outperforming all other light tanks", how come those will destroy the Luchs in a direct duel? Oh yeah, they are actually better against other light tanks and vehicles. If I remember right it is also the Greyhound and not the Luchs that currently drives around instagibbing squads without a chance to avoid. I will give you that the Luchs has more health and is otherwise very powerful against infantry. Now that we have listened to your arguments, what do you have to say about the following examples? Are they fit to the resource shortage? -Panzerschrecks (90 for 1 instead of 120 for 2 like Ostheer) -Grenades -Panther -AA Halftrack (compared to US one) -Commander abilities -Mines -P4 and Ostwind call in Could name more examples but they would be probably more debateable than those examples listed so I will just leave it at that. In: COH2 Gameplay |
Thread: Panzerfaust delay20 Dec 2014, 16:32 PM
I don't recall it being there some patches ago, but now it seems that every time you use the Panzerfaust ability, there is some significant delay between the launching sound and animation and the actual rocket being launched. The problem is it has real game consequences, because if you move your squad before the rocket actually goes off, the ability gets cancelled. This leaves your squad vulnerable for longer than it should. It doesn't seem to matter if you use it on Grenadiers or Fallschirmjägers, probably Osttruppen will be also affected then. In: COH2 Bugs |
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