i think you're going insane
Profile of zarok47
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Being bad at the game isn't something balance patches can fix.
Post History of zarok47
Thread: Improved Emplacements Commander24 Mar 2016, 16:39 PM
In: COH2 Balance |
Thread: Improved Emplacements Commander24 Mar 2016, 15:32 PM
Seeing as you don't like that, you should hate this commander (or emplacements in general) with a burning passion no? In: COH2 Balance |
Thread: Improved Emplacements Commander24 Mar 2016, 15:01 PM
In: COH2 Balance |
Thread: "Vickers is Hopeless For countering blobs" DISCUSS24 Mar 2016, 10:58 AM
Vikers is bugged and suppression resets once a model is killed Any proof for this? In: COH2 Balance |
Thread: OKW Command Panther veterancy is a bit broken23 Mar 2016, 15:52 PM
Well since i had time to spare i watched the ESL finals. All i can say is: you're wrong. Not in a single game did the command panther reach vet 3, so these finals are by no means proof vet 3 panthers are a "death-switch" which in itself is already enough to render your point moot in the first quoted post. Secondly, the only time the commmand panther did reach vet 2, it died at the end of the game. Okw still won by vps but if there were more vps, it would be over for okw. Furthermore, that game shows how it's still possible to kill a vet 2 panther, so there is that. Finally, in both games were the command panther got any veterancy (second game saw no command panther actually, it was over before that) were 30+ minutes game, and the only reason the command panther did have any impact was because it was used as a call-in unit, skipping t4 as to build a large army (luchs and stuka were build in both games). Seeing as the call-in nature is not the point of contention here (nor the mark target ability) the replays show not how the command panther aura veterancy gain is in any way shape or form problematic. So, in conclusion: finals don't show vet 3 panthers, making the point moot. Furhtermore, the only time the panther did reach vet 2, it died (with 2-3 m4c shermans still alive at that point, so "luvnest throwing his m4c army away is also false). So ye, no replays, no proof, no nothing. I expected more from you Smith. In: COH2 Balance |
Thread: OKW Command Panther veterancy is a bit broken23 Mar 2016, 13:03 PM
It's a small difference indeed, made further worse that the call-in nature (bypassing tech) is not appliciable in the command panther situation because of the ober soldaten upgrade. Yet i would still stand behind the idea that the command panther occupies a doctrinal slot and is more expensive as a reason for being what it is. One can disagree on me wether or not it is enough a difference. And ofc, 1vs1 is the focus of balance, so one should think from that perspective. It is important to differentiate this. In my OP I asked two questions: Perhaps because no can say its a death switch since no one ever saw a vet 5 command panther?
The bolded part is not as simple as that. Plenty of times i've seen a command panther die before even reaching vet 2, let alone vet 3. Claiming that a vet 3 command panther is an autowin is simply impossible without extensive back-up. Said back-up can certainly not exist out of a single game (assuming that game was won solely due to the command panther). Besides that, finding a game where a vet 3 command panther did not turn the game is equally impossible, due to the same fact vet 3 command panthers are as rare as summer snow in the sahara. Besides, im quite sure it would be diffecult enough to find a replay proving this even if vet 3 command panthers were common. On another note, "grinding" vet with mark target for the command panther also isn't as simple as you claim since a: panther has a low RoF, so vet is still hard to attain and b. it needs to be in alot of armor fights and as said before, this is not what is most common about coh2. Infact, it might even be true the command p4 attains vet faster since it can actually fight inf (and inf being the most used units in coh2)
It's a panther compared to a p4, it's equally more expensive aswell. Ofc it got better survibility, the opposite would actually be utterly out of place. Besides that, the command p4 has AI capablities, whislt command panther is rather meh in that department.
Same as you do a normal panther (p47, jacksons, mark target, su-85's t34-85's or simply use of atg's to name a few).
As said, the command p5 already costs more and it comes with the picking of a doctrine. To conclude, the command p5 is not a problem atm due to the fact vet 2-3 ones are rare, and vet 5 ones are unheard of. Besides that, going for a command panther in a 1vs1, generally means no other vehicle's around to take advantage of the aura. The only place were the command panther at vet0 could be a problem is in "higher" gamemodes which are not the focus of balance. (and i havent heard anyone complain about command panthers in 3vs3 or 4vs4) No need to tamper with something that isn't a problem and might very well prove never to be one. In: COH2 Balance |
Thread: OKW Command Panther veterancy is a bit broken23 Mar 2016, 10:21 AM
As an overly simply counter argument: as a 1vs1 and 2vs2 player, i may have seen a vet 3 command panther 2 times in my 3 years of coh2 (either playing or watching), nevermind a vet 5 command panther. But seeing as "higher" gamemodes do exist, i would present some other arguments. The commander it comes in is a bit of a mis-match, seeing as it has an upgrade for obers which need to be build in t4, but also a call-in which rather replaces a same unit out of t4. The point here being that taking full effect of this commander requires t4 which deminished the effect of going for the call-in command panther. Moving on to the panther itself and your points. To 1. Simply put, i see it as on of the main points of coh2: being rewarded for veterancy. The only unit that bypasses this is the sturm officer from the JT commander, a unit most people do not use (perhaps for this reason, or perhaps for other reasons). Personally, i never liked the unit for having no vet. To 2. The command p4 survivablity also increases with veterancy (blitz and sideskirts) therefor i think that it's the general theme of such units. You get rewarded with more survivability for keeping these units alive. To 3. I think i alreadt touched upon this in my opening, but i shall write it down once more: Taking full effect of this commander, deminished the return on investment for the call-in. Besides that, as noted, you pay more for the command panther, and it comes in a doctrine. To 4. Agreed. Overall assesment: i do not see the command panther as a balance issue right now, mainly for the reason as laid out in the opening, but also for reasons relating to the unit and commander itself. I agree, the command panther has the potential for being gamebreaking, but that requires tremendous effort on the users part and a game which lasts a very long time with the panther fighting and surviving alot of armor battle's. The latter of this is not common in coh2 or rather not part of the average match. So i would say there are far more pressing issue's to attend to. In: COH2 Balance |
Thread: How to beat super-aggressive Ostheer23 Mar 2016, 09:23 AM
I recommend vickers in buildings (straight of the bat, map depandent, but then again, one can contruct trenches) Seeing as vickers in buildings will stop the mg42 and grenadiers, has a lower chance to get hit by snipers (and with vet 1, it becomes a big threat to said sniper) and the 222 has a hard time dealing with buildings anyway. Counters exist in the form of the flame pio, but you should target that one first. Hope this helps. In: UKF Strategies |
Thread: Sturmpioneers - Uberpioneers23 Mar 2016, 09:15 AM
It's funny you claim something like this without the slighest back-up. With sturmpio's RoF being nothing short of abysmal on long range, i am sure you are wrong. In: COH2 Balance |
Thread: Soviet faction22 Mar 2016, 15:31 PM
No proof whatsoever for this, but people still believe... As i said, there is impact damage on the molotov. It's the same as incen nade (both 10). You can find the damage of the molotov at weapon\soviet\flame_throwers\grenade\molotov_cocktail_weapon_mp in the attribute editor (tho you don't strike me as the type capable of finding his way to the stats...) In: COH2 Balance |
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