The 120mm has always been a unit that is pretty much useless three out of four games, then wipes a few squads when the RNG planets align in the fourth one and the german player comes whine on the forums how it's uncounterable.
The douchegun is doomed no matter what with the current commander it is in. Might as well make it seem unattractive even cost wise to stop people from wasting their time with it.
Profile of Cruzz
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Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
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Post History of Cruzz
Thread: Dshka/120mm Manpower Costs15 Apr 2014, 07:51 AM
In: COH2 Balance |
Thread: Rifle Grenades14 Apr 2014, 15:39 PM
Remember that at vet2, grenadiers outrange maxims with riflenades. So you are supposed to move maxims before they even fire one round into grenadiers. In: COH2 Balance |
Thread: vs MajorOwnage piospam13 Apr 2014, 15:43 PM
Uploaded wrong game, I'm so bad at this. In: Replays |
Thread: Just a piospam example game13 Apr 2014, 15:41 PM
First game after a couple weeks hiatus, went well enough considering Kappa In: Replays |
Thread: Pio Spam OP13 Apr 2014, 11:22 AM
SMines are more the problem than pios. M3s are the natural counter to this strat, but S-mines counter those. I like the assault pios. The problem with pios charging cons in cover and winning is the result of the bad conscript DPS at range. With the m3 armor nerf and the pioneer damage boost, they're actually the most efficient german infantry unit against m3s for cost now. As long as you're blobbing with pios (and everyone who is spamming them generally is), m3s can do nothing to them even ignoring smines. In: Replays |
Thread: Concepts of soviets is wrong that why they so boring10 Apr 2014, 16:19 PM
No. Every time the ram penetrates (ie. when the gun gets destroyed), the rammed vehicle also receives an engine crit. This can either be engine damaged (70% chance) or engine destroyed/immobilized (15% chance each). In: COH2 Gameplay |
Thread: Number of Players10 Apr 2014, 10:44 AM
Yes, but not in automatch. While the average population on coh1 was maybe around 7000 daily, Relic Online also gave us the exact numbers of players playing each mode and automatch was pretty much always less than 1000 people (custom games had a lot more people playing, as did combined singleplayer skirmish+campaign). CoH2 probably has quite a bit more players on automatch even though the online population is lower, but they're also spread over 2 more game sizes. In: Lobby |
Thread: Commanders8 Apr 2014, 17:23 PM
If you are getting fausted with your ISU152 enough that you need conscript repair of all things with it, you are doing something horribly wrong with it. It doesn't have the health or armor (compared to price, that is) to be in situations that risky that often, and you should be primarily aiming at any closeby grens and thus stopping fausts anyway because it's not that effective as antitank (atleast without mark) and has very bad accuracy long range. Shocks are bad because anything, literally anything, of similar cost from the germans counters them. Grens? Check, two grens beat shocks hard even without weapon upgrades. Single LMG gren beats them. 1 PG beats them at any range. 2 pios beat them. Assgrens are 50:50 at beating them if fight starts from long range because they do damage from there and shocks don't. Then you factor in the new 222 and shocks are just bleeding manpower all day long. And to top the fact that shocks get countered by any of these, their damage on the move & damage above range 10 (less than molotov throw) is so bad that they will never kill anything that retreats. So even with a perfect flank, as long as your opponent just hits the retreat button instead of staying around, shocks will do absolutely no MP damage. All they're good for is the nades...and guard nades are better. In: COH2 Gameplay |
Thread: Commanders8 Apr 2014, 15:00 PM
Even if you removed riflenades from the game, you are still sacrificing all your commander abilities for 1. A super bad ZIS for 200mp 2. An expensive maxim that has the ability to kill T2 vehicles if your opponent drives straight down the firing cone and you saw it coming beforehand 3. 120mm and 4. A really bad version of smines. With the drop in T2 cost these units are worse than ever, and they never were any good after the initial halving of the dshk dps.
Rapid conscription is extremely gimmicky and pretty much never worth using over any other kind of munition ability. Hit the dirt is just yellow cover that is asking for a tank squish or riflenade. ppsh are a weapon you're better off without. All this really leaves is incendiary barrage (available in plenty of other commanders) and conscript repair (ditto). Even before when ppsh was still useful and by extension hit the dirt was a bit better, this doctrine still didn't offer anything over the more versatile ppsh doctrines that gave you a unit call-in.
Because they are, sorry. Shocks are the most worthless unit in the game for cost right now. But let's ignore that and pretend they're useful: Mark target is the single most powerful antitank ability soviets get. On the other hand armored detection is among the worst commander abilities in the game, it's just a waste of muni that does nothing you couldn't do by just listening to game sounds, looking at the graphics in the fog or just using the 3 times cheaper and twice as effective tracking on several soviet units at veterancy 1. So basically it's shocks+conscript repair vs guards+mark target+AT gun camo (arguably fairly useless). There is just no contest if you ask me, just mark target alone is better than shocks+conscript repair combined, then you get guards on top of that.
No, their health does in fact make them useless. A tank trap that dies to two shots from a tank isn't useful in the least. Sector artillery is the easiest to dodge artillery in the game, and is extremely map specific to boot. Trenches are arguably better right now when conscripts are so weak that molotovs are rarer. Of course there is actually no reason to make them because soviets have a far easier time to get stuff out of them than germans so they're just a risk. And hull down is the least used german commander ability period, and mostly for good reason (while the bonuses are ok, it just doesn't fit any gameplay situation you realistically find yourself in) Sector artillery doesn't shut down any sectors, as long as your units are constantly moving and don't have another unit following them in the case of infantry (you can have two or even three vehicles trailing each other because they're much faster), sector artillery will in fact never hit a thing. It has no movement prediction whatsoever. In: COH2 Gameplay |
Thread: Commanders8 Apr 2014, 14:35 PM
They suit playstyles that don't suit winning. There's no reason to go for German Defense doctrine over any other pak43 doctrine, all of them are better than this one. There's no reason to go for Shock Motor Heavy, Mechanized Support is plain better as an isu doctrine. There's fairly little reason to go for Anti-infantry tactics or Terror, Shock rifle offers the important bits with the versatility of the IS2. There's no reason to go conscript support, all other ppsh doctrines offer more useful things While other doctrines don't offer the same choices, Soviet Defensive has no reason to exist in the current balance because it wastes commander abilities to offer you a bunch of badly performing units with identical roles to T2 ones. Urban Defense is a one trick pony with the FHQ, and that again has no real place in the current gameplay. Overall the most problematic commanders are definitely on the soviet side, german commanders are a lot better because germans have a better base unit selection, though it's very easy to split them into tiers of usefulness regardless. In: COH2 Gameplay |
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