Tbh I started playing soviets 1 month ago with Qmotion. Never played em before except 3 customs in the beta and 2 laddergames ½ year ago. Now we are top 10. I only a-move maxims and save up for ISU with my 600 fuel at 12 CP. That's just lol.
Tbh I started playing OKW 1 month ago. Never played em before. Now I am top 5. I only a-move volks and save up for heavy vehicles. That's just lol. |
Just watched this. Yes gg Relic thx for the troll. I'm sick and tired of all this soviet top player abuse. Maxims, snipers, ISU-armies and B-4 bullshit.
Yes, I'm sure you find it frustrating to face the only things that somewhat work against OKW in every match against decent players. |
Can you tell me if the stats on the coh2-stats.com site are correct? I would like to look at the actual differences between the tanks then.
Yes, the numerical values there should be correct as they're just directly copied from the game files instead of manually inserted like in the spreadsheet. Looking up correct guns for upgrades and veterancy changes is a bit frustrating as the site doesn't correctly link those, especially as (due to Relic's poor naming scheme rather than any fault of the site maintainer) the site has a lot of "garbage" data because many things are incorrectly marked as mp stats. And on the flip side some things used in mp are not marked as such so have to be manually added so some things might still be missing from the site. |
But is it really? If we take into consideration the fuel penalty for OKW (trading munition for fuel doesn't equalize this gap completely and you also lose half your munition, so you pay heavily), it would seem questionable enough to me already to have to pay the same price for a (already before underwhelming) Panther that has only slightly better accuracy (and better accuracy means here to be on par with the least accurate allied tanks). But apparently for some players this was already justification enough to claim it is "fine".
It has notably better accuracy than allied tanks on the move, especially with veterancy which ends up removing its movement penalties completely, completely unique among all vehicles in the game.
While the average of the actual reload speed stat is the same, there seems to be also an additional "wind down" time involved, that according to this spreadsheet (see AC/AD column) is effectively increasing the reload time by another second every shot. This means that it has even lower DPS than the already rather low on DPS Ostheer Panther and has the lowest firing rate of any tank apart from the Elefant, Jagdtiger, KV-2 and ISU-152 (who all have higher weapon damage in return). Even tanks like the Bulldozer Sherman shoot faster!
Spreadsheet is wrong, ostheer panther gun has the same 1 second wind down as the OKW one.
If you ask me, that makes the OKW Panther actually even worse than the Ostheer Panther besides the fuel Penalty for OKW. The only significant redeeming factor that remains for me are the veterancy 4+5 levels, but that is not enough justification for me for this performance, as this is really not something you can count on achieving in a game against equally skilled players.
Better MGs, higher base accuracy with infinitely better moving accuracy, higher veterancy bonuses with more veterancy levels, stronger blitzkrieg, much less tech costs. While being supported by the strongest anti-inf infantry in the game so you honestly need no other vehicles, you can just rush for the Panthers with ease as OKW. |
I'm positive this kind of thing didn't used to happen. I clearly remember playing the guessing game with my howitzer or even the days of the super-cheap 221, where it was commonly used to suicide-scout the enemy base for a strike. Now, you know where all the buildings are right off the bat.
It got introduced by WFA. |
I may be wrong, but iirc Partisans, Irregulars, and Osttruppen have 50% increased incoming accuracy. They might have 80 health, but it goes down twice as fast.
Yes, you're wrong, they have none of the sort. |
Yah, to be honest I expected better of luvnest, he spammed the stop-fire like 8 times on that thing. Didn't actually do much because it hardly hit anything, but it's still lame as hell. |
The horrible stats on their LMGs makes them rather pointless, they're a glass cannon unit that it not very cannony at all. Just raise them up to atleast 80% of proper lmg42/dp28 and make the LMGs undroppable (so people don't farm them for weapons for conscripts and so the squad doesn't lose a dp28 and half of their DPS with it due to too much dying)
btw. they do have the exact same hitpoints as normal partisans already, ie. 80 per model with 1 armor. |
What game-breaking problems were there before they moved to steam? Please enlighten me? Comparing the relatively minor bugs in CoH1 to the massive calamity that is CoH2 is just nuts and anyone who knows anything about both games would agree.
Well, to name a few that were never really fixed, except maybe the first one that kinda got fixed thanks to the move to Steam.
1. Relic Online constantly failing to record games, leading to the endless cries of "drophacker!!!11111" everywhere. Also generally rewarding wins to the very few people who actually were drophacking.
2. Squad split capping
3. Stuck weapon teams after retreat
4. Stuck on retreat, pinned on retreat, etc. Super easy to cause in coh1 with certain abilities.
5. Fun unit bugs like the M10 misfire, puma friendly fire, etc
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Maxims just need to have poor suppression at long range.
The maxim should punish any charging unit, which puts them in a wonderful defensive role. As long as there is a threshold of range where Axis forces can maneuver without fear of instant suppression and pinning at long range, the maxim will be relegated to a supportive role.
And thus soviets were forced into snipers every single game to do anything to the fallschirm/ober/lmg42gren blobs. As long as the current huge disparity in long range infantry damage exists, reducing maxim long range performance is very much a death sentence to it and the little build variety we have right now.
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