1. Walking stuka
Let's take priest as an example to compare with stuka and see how imbalance it is.
Cost: Priest 480MP 110Fu Stuka 390MP 100Fu
WTF? Priest is even more expensive! No matter fuel cost and man power!!
Okay, may be priest can be arrive earlier?
Arrival time Priest CP9 10-15 minutes Stuka 6-10 minutes (depends on fuel)
well walking stuka have ok CD while Priest can almost fire nonstop, also if stuka got random hit by priest it twice it will die. however, priest can easily live though double stuka barrage. stuka is more predicable, once those rocket lands your unit is freely move in landing zone, unlike priest, you don't know where it gonna land, so have to move out everything from it. so i don't see walking stuka is that OP.
2. Stuka Close Air Support
It kills my AA ( Full health, the british one ) in the first strafe. For what reason I have to build an AA vehicle for being countered by air force? AA should be able to shoot down the plane more quickly
Suggestion: Nerf its damage and penetration or accuracy (like P47) or makes it be able to counter.
that thing has very small area and only attack 1 line, there is marking on the map, all you have to do is move your tank out way, unless you didn't pay attention. I lost a firefly to it once when it parked and didn't move. but it have very small area, damage i had a churchill parked next to firefly didn't take any damage. so it is just reaction issue. also it is directional, so if it come from front your tank, it don't do much damage, only do alot damage if it come from your backside.
3. Stuka diving bombardment
Is that so difficult to add a red smoke to this ability? Guessing all the time is not fun at all. Don't use asymmetric balance as an excuse anymore. To be balance , there is none ability of ally having such
kind of feature. And to make life better and easier ( an excuse that always used to make axis game play style more handy by Relic), it's time to add a red smoke for this ability.
this i agree either add red smoke or increase the landing delay to another 3-5 sec. it lands bit too fast even the sec you hear the sound and start moving your units, some time you still can't get out the damage area.
4.Supply drop zone
For what reason why the ally version can be countered by free FLAK AA, but the same thing isn't happened on the axis one? Both are planes, they should be shot down by AA. Don't use asymmetric balance as an excuse any more.
I think it is little different to allies one right? this one require to drop at FU point, instead anywhere on the map. it gives other side a chance to steal it or deny it. I actually steal the supply drop from OH quite alot. when I attack the FU point, see those are dropping just grabbed with my infantry. |
What about a Kübel with literally no health left?
i think what he really meant is sniper's targeting priority. when there is a big battle, your sniper who stayed behind the line will auto target the target that he won't miss(i think sniper will target who ever come in range first then when that unit leave, he will pick the one with largest target size, not too sure), which is the TANK because tank have the highest target size. it will anger you when you are too busy micro other units in front line to keep the line, while your sniper is troll at back seat and firing at something he can't damage to. |
hmm no super light vehicle like M3, dodge, kubel, wasp. no defense structures like bunker, fighting position, flak position,
not surprising that most units selected are german, little suprise about the priest being the fav arty piece. Soviets have big old guns with a lot of AoE
because priest is mobile that able to get away from off map strikes, flanks, and able provide consistent output, it is also tougher than is counter parts (include all rocket art unit except calliope.) |
really if i remember correct, SP's receive accuracy is same as other engineers, so every time you see a SP, they are all ways immediate running towards you because they will die in range fight. also volks can't really win against any main line infantry in 1 on 1 fight.
also why could you build two Maxim from start when against OKW. if i am playing SU i will get 3 cons with AT nades (for kubel) first then get a HMG. SU will win the infantry engagement. if your CE or cons sees a SP running towards it, if SP get too close sprint out the range, and lure it towards your 2nd con sq. if they stop chase, you chase them and fire at its back. two have same running speed yet cons will have sprint, so always out of reach of SP, SP will lose 100% of the time in range fight. |
I'm pretty sure the panther can't bounce on calliope, unless there's a mechanic I'm not aware of?
check the replay sorry it was not bounce it is hitting its ground right at its front thought it was a bounce. |
The M5 quad is actually quite bad at AA from my experience. I think each shot has a very low chance to take down the plane.
Ostwind seems to be the best.
the best i see it Flak HT from OKW, I see it shot down plane all the time and very fast, I think because it have same chance for each shot as Ostwind, but fire way faster. |
only problem I found with Calliope is its health+armor, other rocket base will either die from 1 shot (Katysusha, Panzerwerfer) or 2 shots (Walking Stuka,Sexton), while Calliope can stand at least 4 shots from panther. It is frustrate, today i send my panther circle the map to attack on Calliope, that thing last 4 shots (actually 4 hits and 1 bounce) and still not dead and buy itself enough time to get the USF two Jacksons to comeback to force off my panther. i think it need less to no armor. i am not sure why USF art armor always tougher to kill than other factions, Priest (usually 3-4shots) is like that, now Calliope (lived 4 shots from panther today from my game) |
all mortar wipping is RNG god's work. I had a game the soviet mortar wipe my teammate's HMG42 sq on its first shot, then killed 3 model of my HMG42 sq on second shot when my 3rd unit just hit the field. and after that we can't stop enemy as lose too much ground at very start. |
Come on. What retarded AI is that.
because UKF sniper using a AT sniper rifle, so i thought relic think all sniper have AT rifle
jk. anyway i pretty much kept no shots on all the time until i need it to fire and it is safe. auto fire sniper = get counter sniped. if your sniper kills less than 15 models, it is bad investment. |
well since people above already give great advises
just throw out a tip
-COH2 your best friend Spacebar + listen unit dialog.
your soldiers communicate with you, that they will call out when they are underfire, enemy going to throw a nade, they losing men very quickly, enemy calling offmap support, they spot an enemy tank going at them. at battle field there is so much dialog going on, some time you hear dialog you don't know where it come from or which unit calls it.
That is where your best friends come in, THE SPACEBAR, you hear some important message like "grande!" you hit spacebar, your screen instantly center at where is this happening. give you some time to react.
PS some dialog is broken (especially UKF unit dead dialog, like once i lost something i don't remember, it says we lost a Churchill tank, and I know i don't have a Churchill as the strongest unit I have is a comwell and i am microing it. LOL) some are non important, you will know when you play more. |