The USF HT is clunky while moving.
The OKW HT is clunky while giving attack orders. IIRC you can no longer bypass the setup animation while giving attack orders (the setup bar on top of it is useless, bugged and misguiding)
So you if you analyse the situation:
-You have a unit which arrives pretty early.
-While it dies like any other HT in 2 hits, it has vet0 smoke.
-While it has smoke, is has a horrible setup mechanic with 0 use on the move.
-It will die to the USF HT even if it's already setup ahead of time.
What if:
Put it behind the medic upgrade.
Let it shoot on the move with HORRIBLE accuracy against infantry. It will be able to suppress like the USF HT and won't be able to get destroyed by clowncars.
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Thoughts on OKWs Flak Half Track29 Aug 2019, 19:24 PM
In: COH2 Balance |
Thread: Panzerfusiliers Need Adjustments29 Aug 2019, 19:05 PM
Not sure how this thread made it into 14 pages when:
In: COH2 Balance |
Thread: Panzerfusiliers Need Adjustments29 Aug 2019, 19:04 PM
08/19 Tech cost: OKW: 340/5 (300) Trucks: 100/15 Deployment: 200/25-45-120 Medic/Engineer: 100/15 1 Truck, 1 upgrade, Flak: 700mp 190/210f (-5f) 2 trucks: 1000mp/ With both upgrades: 1100mp/ USF 400/20 (200) Upgrades: 150/15 Medic: 250/10 (2/3 popcap) Officers: 200/35 Upgrade: 50/20 Major: 190/120 Weapon, nade, ambulance, 1 officer full, major: 990mp/215f (-20f) Including both MG and AT gun: 1190mp/250f Full roster: 1240mp/270f SU: 390/20 (170) Medics: 250 AT nade/Molotov: 80/10 - 125/10 T1: 160/10 T2: 160/20 T3: 240/85 T4: 240/90 Medics, T1, T3, T4: 890mp/185f (-20f) T2 with conscripts upgrades: 1095/215f Full tech: 1255/225f OH: 420/20 (200) T1: 80/10 BP1: 100/40 T2: 200/20 BP2: 200/90 T3: 140/15 BP3: 100/25 T4: 100/25 Medic: 150/0/60 (muni) Medic, T3 (Ostwind rush): 590/145 (-20f) (+60mu) With T1: 670/155 With T1+T2: 870/175 T1 + T2 + T4: 930/210 Full: 1070/235 UKF 340/20 (280) Bolster: 150/35 Weapon: 150/15 Nades: 100/10 Platoon: 180/30 Side tech unit: 100/15 Company: 280/115 Anvil/Hammer: 200/50 Medics: 30mu x1 or 200mp/60mu Bolster, nade, Platoon, side tech (or weapon), Company, healing: 810-860/205 (-20f) (+60muni) Anvil or Hammer: 1010-1060/255 Full: 1160/270 Full + non meta healing: 1360/270 (+60muni) PD: Notice how i didn't discount cost for starting fuel? It's only fair to discount if you also take into account manpower difference with starting unit into account. If SU is the lowest faction denominator then: Su: 560mp USF: +40 OH/UKF: +60 OKW: +80 Edit: In: COH2 Balance |
Thread: UKF September patch discussion29 Aug 2019, 17:59 PM
120dmg threshold is silly for a tank. We are talking Su76/Puma levels of dmg and both of them have either the range or mobility to make use of them while been an early/mid vehicle. You want to nerf AT performance? RoF or pen. In: COH2 Balance |
Thread: Panzerfusiliers Need Adjustments29 Aug 2019, 15:53 PM
and btw to kat and all the other nay sayer , Hanibbal trying to prove me wrong saying okw doesn't pay for upgrades actually proved me right And what's the manpower cost for that? Include OH with medic bunker for sake of completitions as well. In: COH2 Balance |
Thread: USF 240mm28 Aug 2019, 17:54 PM
1) An offmap strike with insanely high scatter Both. Didn't they make Railway artillery have the first shell land dead center ? In: COH2 Balance |
Thread: Any proper way of "key rebinding"?28 Aug 2019, 01:01 AM
In: Lobby |
Thread: Economy from 1vs1 to 4vs427 Aug 2019, 21:47 PM
snip. Resource manipulation as a concept has already been tried and eventually dropped as it was a failure tactically, balance and fun wise. Soviet Industry: dark age in CoH2 history in compound with Elite Commander. You basically just rushed and mass produced T70 before you could get any counters. It didn't matter you trade mp for fuel as since the moment you choose the commander as eventually you would get vehicles and repair stations (which don't bleed) or you just ended the game in 6 mins. Close air support: who needs tanks when you just spam Grens with LMG42, mines and skillplanes. Original OKW mechanized truck. Soviet no retreat no surrender: sacrifice retreat for mayor MP gain and infantry production. Other non released commanders and concepts. Ontopic: sounds decent but i don't know how you are supposed to implement it ingame and how. In: Lobby |
Thread: UKF September patch discussion25 Aug 2019, 19:31 PM
I maintain that if comet and Churchill were limited to 1 and balanced according the UKF would be all the better for it. And before some goes "BUT PANTHERS!" fuck off. We're talking about ukf and can address panthers when we get there +1 Comet been closer to Pershing and leaving the Churchill as is. In: COH2 Balance |
Thread: OKW: Valiant Assault24 Aug 2019, 16:03 PM
snip. Just in case, i'm gonna clear some misconceptions or hyperbole. Spriting does not reduce suppression. It reduces the time being exposed to suppression. Shocks also have the body armor to evade hits. Armor and received accuracy is irrelevant in regards suppressing SINGLE squads. Hits only matter when having to suppress multiple squads through AoE. Interesting bit (theory), received accuracy is way better than armor regarding suppression, cause armor just means it "negates" damage (think of tanks) but you are still getting hit. So Shocks splash more AoE suppression than other squads with higher RA modifiers. Cons get suppressed with the first burst pinned in the second. Shocks don't. If OKW is freely blobbing and rushing you after early game then something is wrong. Unless you are using smoke, Cons (plural) should actually be harder to suppress, specially if they either lose models or if they are vet3. SOV has the Katyusha, doctrinal napalm,doctrinal shocks to face the blob and send in the nuclear nade, fear propaganda bullshit etc. All those with the exception of Propaganda are there to PUNISH blobbing, but won't stop blobs. Napalm is only there to counter bad retreat paths and support weapons, the nuclear grenade only belongs to OH, OKW and UKF (they deal 100dmg, have triple the AoE 0HK) IB4 FMR: global sprinting leans towards bad mechanic, if it can be used mid combat + if they add combat bonuses + if the faction have long range DPS units. FMR in conscripts and Shocks is not scary. Penals CAN be scary, but i'll say it has pretty diminishing results since over 100% accuracy values (specially at vet) don't do anything at all. On the other hand, i'll say AT Penals have more use out of it. In: COH2 Balance |
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