To the guys who go for Brummbär, esp. in team games, I want to ask: why?
From my experience, the Ostwind is more effective and efficient in dealing with infantry.
-it can shoot from better range
-it is more consistent in its effect (the Brummbär is very random in if it kills several guys at once or just one guy, and you wait very long between each shot)
-it is better on its own against infantry (one time my infantry had to retreat to base and my Brummbär was still in the middle; a conscript squad threw an anti tank grenade and the last remaining guy of the squad was constantly walking in circles around the Brummbär, it was rotating too slowly to get to shoot again; this went on for ages and he nearly destroyed the whole thing)
-it can shoot down planes (the only way to minimize the effect of the Sturmovik at least somewhat, so I find it is nearly a necessity to go for Ostwind either way)
-it is cheaper
Ok, the Brummbär has more armor and health in return, but all in all I don't think that it makes up for the other arguments.
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Nationality: Germany
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Post History of gokkel
Thread: What is up with the pzkpfw V Panther ?23 Jan 2014, 20:32 PM
In: COH2 Balance |
Thread: How was your free weekend?22 Jan 2014, 09:06 AM
I enjoyed playing commanders that I have not bought. I also used the chance to gain several ranks through the extra experience, now I am nearly at 100. What I didn't enjoy during that weekend is the quality of matches I got. I am glad when the game gets additional players, however this weekend revealed again that the game doesn't take enough measures to ensure that single players don't ruin the experience for everyone. In a lot of cases, more than usual, enemy players were lagging the game so badly (often because of too high settings) that it was nearly impossible to play. A lot of players also just left the game at the beginning or shortly after, or they drop even during the loading screen, or they just go away so their units are not even controlled by the computer. And then we also got to play a lot of new players whereas we had already, in comparison to them, significant experience with the game, which lead to very onesided games (which can still be very dragged out because of lag etc.). I think some of these issues could be helped with some measures: -obligatoric FPS test before first multiplayer game to find settings which are not too high -allowing to change graphics settings in the middle of game if possible (what else is the warning "player x settings are too high" good for if they cannot do anything about it during this game?) -removing players who go away in their game after some time so that at least the computer can play for them, or just let the computer control their units temporarily until they come back -better matchmaking for more even matches (I know, this works better with a bigger playerbase...) -allowing to kick players who lag the game because of too high settings much earlier (you have to wait ages before you get to kick those players, although their settings will obviously not get lower during the game anymore...) In: Lobby |
Thread: German Sniper Vulnerability21 Jan 2014, 20:30 PM
I nearly never have lost my Sniper to normal rifle fire. If I did then because I was completely not paying attention to my sniper and he got shot down from very short range. Otherwise if you keep enough distance or can hide always in cover / out of line of sight they can not really do much to me. However, I have yet to see a game where I will not eventually lose it to some unlucky mortar or Katyusha shot, or a T70 which was standing around the corner completely by chance and kills the Sniper with the first shot before you can even react. And a few times to enemy Sniper fire, although I don't see many russian snipers nowadays. I find it really annoying that the russian sniper can just kill my sniper immediately after I killed one of his squad members, simply because he has two guys in his squad and doesn't suffer much consequences for losing a guy. I would not risk attacking Russian snipers with my German sniper anymore, unless he is already reduced to one guy or just shot at something else and has to reload. Oh yeah, one time I saw StephennJF on his stream lose his Sniper to friendly fire of a Panzerschreck - kind of ridiculous. So all in all, if I lose my Sniper then to random things which are hardly under my control, however those random things happen so regularly that I build my Sniper with the expectation that it will happen eventually. In: COH2 Balance |
Thread: What is up with the pzkpfw V Panther ?21 Jan 2014, 16:08 PM
A mine does 200 damage if I am not wrong. Since an IS-2 does 240 damage per shot, it will need 4 shots to destroy a full health panther (4x240 = 960, which is exactly the health of a Panther). Since the mine took down only 200 health, you still need to shoot 4 times with an IS-2, since after the first three hits it still has 40 health left. So unless you can actually make use of the other effect, the damaged engine of the Panther, it won't have any consequence in this situation. Other than that, both tanks should be able to win depending on who is luckier if both shoot from the front. Usually the IS2 should have the better odds though. Especially if you can shoot it in the back armor, since the Panther will be always penetrated from the back armor, whereas the same cannot be said the other way around. In: COH2 Balance |
Thread: Halftrack Riegel mine21 Jan 2014, 11:58 AM
Thanks for the quick answer, so the last guy was right after all! Might try them more often now. In: COH2 Gameplay |
Thread: Halftrack Riegel mine21 Jan 2014, 11:48 AM
I didn't use the Halftrack Riegel mine, which comes with some doctrines, very often yet. In the early days it took very long to place those mines. People told me they are identical to Teller mines in their stats, and I rarely used Halftracks anyway, so I never used this ability. At some point they reduced the time to place them, so I guessed they are just favorable over Teller mines because a Halftrack can drive more quickly around the map, maybe behind enemy lines, and place them quicker as well. Seemed quite reasonable, however I still never got to use them a lot. Lately however someone told me that they don't have the same stats as Teller mines. That they do actually less damage, but would have a higher chance to completely destroy the engine of a tank. That would be quite useful I think. Does someone know for sure the exact stats of Riegel mines and how they differ from Teller mines? In: COH2 Gameplay |
Thread: Ostheer since new patch17 Jan 2014, 14:26 PM
I have played this game since it first appeared. The Germans used to be completely OP in such an obvious way. So you say that Russians are now equal or sometimes even better in every way other than anti tank tanks (unless you actually use the abilities you have available, but I guess that is too much to demand), and now you want to take the according to your opinion last advantage Germans have. Sounds reasonable. In: COH2 Balance |
Thread: Free weekend!!!17 Jan 2014, 00:08 AM
I thought everybody was level 100 anyways... ^^ It takes ages to get to level 100. I have played soon 300 games and still only at rank 87 (jumped now two ranks from the bonus experience or so). I guess if I played this game as actively as DoW2 back then I would be easily rank 100, but that I played like mad. In: Lobby |
Thread: Ostheer since new patch15 Jan 2014, 23:19 PM
Sounds awfully similar to that Russian M5 Halftrack after the upgrade! If you have some ridiculous luck you might steal one and make them already rage! In: COH2 Balance |
Thread: Why is IS2 so godly, and tiger is so shitty?14 Jan 2014, 10:29 AM
People prefer Germans for the cool factor. Don't understand why people can't easily come to that conclusion. People still played P.E. after they were completely neutered with the nerf bat. I play mostly Germans because thats the faction I wanted to master first. But the snobbery of people who play mainly Soviets made me never want to play them... ever... ever.. ever. I mean if anyone has opinions on a actual or perceived balance issue in favor of the Soviets, some players act as if they were physically molested. Same was the case in Dawn of War 2, where Space Marines were always the most played race no matter how the balance state currently was. You may see some tendencies about balance changes when you look at what factions get played the most currently, but you have to take into account that factions have an intrinsic popularity factor so the game is not necessarily balanced because both factions are played by an equal amount of players. In this game it is obviously even more difficult to read the numbers because you have only two factions and there are no mirror games. And you don't have a ladder which combines both factions, so you cannot see if a faction at the top of the ladder is overrepresented. In: COH2 Balance |
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