ok 3. the kt has pen issues, i have found. even against mediums. maybe its rng.
At max range an EZ8 has a 7% chance of deflecting KT. And that's it for the allied non-heavies that can deflect it at any vet level.
Thread: How long we have to face ISU witch one shoot everyhting?18 Aug 2014, 18:16 PM
At max range an EZ8 has a 7% chance of deflecting KT. And that's it for the allied non-heavies that can deflect it at any vet level. In: COH2 Balance |
Thread: What should Relic do to increase allies-players?18 Aug 2014, 18:08 PM
Ram does not exist in any useful form anymore. Stop beating that dead horse. ATnades are a hell of a lot worse than fausts, and require you to have shitty infantry with little utility outside of making reinforcing guards cheaper through merge, as well as spending valuable fuel and manpower on the upgrade as well. Button is ok but has literally a hundred ways of being instacancelled and is a huge munition sink and is only available for 2 of the actually useful commanders in the game. If you prefer I can say I think two PIVs have far more value than a single IS2. The point rather was that while you may (wrongly) think Ostheer tech vehicles have issues against soviet call-ins, the soviet tech vehicles do even worse against Tiger callins. In: COH2 Gameplay |
Thread: What should Relic do to increase allies-players?18 Aug 2014, 17:44 PM
While in a straight up 1vs1 PIVs indeed don't have a chance (atleast before vet2 at which point PIV > T34/85), PIVs still are a far more credible threat to EZ8s and soviet call-ins than soviet tech vehicles are to german heavy armor. StuGs are absolutely great against all except the ISU as well. And you still have your far superior non-fuel non-doctrinal AT to fall back on as germans. In: COH2 Gameplay |
Thread: What should Relic do to increase allies-players?18 Aug 2014, 17:32 PM
You have Tiger in 4 doctrines+Tiger Ace, not really much of a difference there if you ask me. And to be honest PIVs and stugs are amazing compared to soviet tech vehicles, just because you want to pick the "easy" way with Tiger doesn't mean teching as Ost isn't more viable than as soviets. In: COH2 Gameplay |
Thread: What should Relic do to increase allies-players?18 Aug 2014, 17:25 PM
And, not or. There are 5 commanders for soviets with a call-in tank and guards or shocks. 7 if you count Terror/Anti-inf but to be honest a kv8 call-in alone is not something you can skip teching costs with so it doesn't really count. In: COH2 Gameplay |
Thread: What should Relic do to increase allies-players?18 Aug 2014, 17:22 PM
I would really like to see the stats that back up this assumption. Some data from relic that shows what the average queue length is for all factions. There's absolutely zero reason to include people already ingame because by the nature of the game, the split of players there is 50:50. What the constant >80% searching as axis situation shows is that people who aren't in a game already would rather play as axis than get a game faster as allies. In: COH2 Gameplay |
Thread: What should Relic do to increase allies-players?18 Aug 2014, 15:58 PM
Pretty much. The primary reason I play allies is because the searching number is almost always >80% searching as axis when I start the game, not because I particularly want to play as them. They have lame, limited and boring gameplay compared to either axis faction. If I want to win as soviets I'd better sure as hell have one of the five competitive commanders selected (Shock rifle, Guard Motor, Guard Mechanized, Shock Motor, KV1), and if playing against OKW I have to start with sniper or maxim spam and move into spamming shocks or guards because cons and penals are worse than useless, being outclassed straight away by freaking volks and getting worse from there as the game continues. Playing as USF I can already tell if I won or lost the game at the 10 minute mark. I might as well quit at this point if my opponent has held to a reasonable amount of territory and/or hasn't really taken any manpower losses. Build variety is limited to: 3 rifles + 1 assault engineer or 4 rifles to lt or captain to m20 or stuart to Major and sherman/m8 spam or skip major and Armor company bulldozer spam. On an open map I may be able to build one howitzer before the tank spam phase, wooh! In: COH2 Gameplay |
Thread: M8 Scott HMC18 Aug 2014, 07:11 AM
It's absolutely horrible as an indirect fire unit, to the point where the functionality is actually hampering the use of the unit because it makes it unreliable. It's fantastic as a direct fire anti-infantry and light vehicle unit. In: COH2 Balance |
Thread: Incoming received accuracy for OKW units17 Aug 2014, 16:32 PM
The only infantry that can reach over 100% accuracy at some range is...wait for it...vet2 or higher axis infantry. And even there it's mostly just Obersoldaten kars, Grenadiers when supported by an officer, Pgren G43s when supported by officer etc. In: COH2 Balance |
Thread: USF's sniper counter a.k.a. zero16 Aug 2014, 16:49 PM
The stuart having minor potential in endgame doesn't matter because you WILL lose to any decent wehrmacht player if you don't have EZ8s in the endgame. You will also lose if you try rely on 57mms to take out even a single medium tank, nevermind a Tiger. The 480mp howitzer is effectively the only useful unit against wehr, but I wouldn't even try building one against multiple snipers. You are always better off stacking early game advantages as USF over taking a longer term strategy, because your long term sucks worse than a soviet player using NKVD. Also tbh M20 mines remain more potent than Stuart at all points of the game because they are a guaranteed immobilize and 400 damage (oneshot on stug g and lighter vehicles), and the M15 remains a far better harrassment unit than the Stuart due to being able to quickly suppress and kill any infantry units while having just as much survivability In: Replays |