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Register Time: 13 Jan 2020, 09:26 AM
Last Visit Time: 19 Jul 2023, 22:18 PM
Steam: 76561198153084896
Nationality: India
Game Name: Sumi
Was watching SIBERIAN stream one night and saw his units do this on BAKU:
Retreat path is straight to base from the enemy fuel to your HQ.
But the actual path used by Relic is:
Maybe there is a good reason for this. By the time I saw this I had nearly deleted the game and didnt care enough to figure it out. But this happens all the time.
When we did the Arnhem Checkpoint update I spent a couple days trying to get units to retreat south and NOT go thru the city from the east side. It could not be done. They always go thru the city no matter what.
Spent a lot of time on Lienne forest city side trying to get decent retreats also (Sander93 requested it) but it could not be done.
Then their is no logical reason as to why the retreat paths should not be fixed lol. The examples that you have used are the widely played automatch maps and the retreat paths is quite long than the straight path to the base. I was of the opinion that the retreat paths are the shortest paths to the base but this literally throws me off as why it is not the case and changes based upon surroundings.
If you decide to do a test again I would like to drop a request for Ettelbruck stations and Angermunde maps I believe the retreat path must be problematic for those maps too.
I think this is complicating the gameplay way too much. Currently, retreating is the shortest path to the base and players run without stopping until they reach the HQ or FRP. My points are random bullets not in answer to your respective points.
1. As per current system, you have to cover your flanks and guess the retreat timing i.e the perfect moment so that you have dealt enough damage and your unit can manage to stay alive with the retreat. This is the skill required by the player retreating the unit.
For your opponent if he tries to place lethal squads on your retreat than I would say this is the skill and tactics used by your opponent in getting crucial wipes. He has decide to not directly attack your frontline but instead flank or sneak into the retreat path of your weakened units. All of this requires good understanding of the game and also skills to achieve this.
2. Directed retreat paths are just another way of taking the unpredictability out of the game and not rewarding the player who managed to sneak behind your lines. This directed retreat paths would require more inputs from the owner and would be less rewarding to the opponent who tried to get in the flanks. Planes crashing, Vehicle abandoning I guess were two important characteristics of this game that provided uniqueness to COH2 which were later nerfed on public demand and just like that the excitement for these died regardless of which end you were of i.e receiving or attacking. I believe that the directed retreat paths would do the same to the game.
Lmao I was talking about the same thing in the chat the other day. They decided to add red flares to terror tactics in soviets, that ability can only manage to make your units retreat not wipe them but somehow it needed red flares, even the retreat or pinning down is not 100% guaranteed. If that ability need red flare then there is no possible explanation that Stuka dive bomb does not get red flare. If you are talking about uniqueness IR pathfinders had their barrage timing nerfed so the units could retreat in time along with the nerf to butterfly mines. Stuka behind your front line can do hell lot of damage.
If you claim that you are able to pin point the stuka dive bomb with 100% accuracy 4 seconds before impact then you are straight up lying. What you do is take a best guess and act on it, GUESS being the keyword. In late game when you have lots of arty, TWs, FRP lying around you cannot make the best guess to which it will attack. Even managing your micro in the late game is difficult enough in team games for you to abandon your units and try saving your units from stuka dive with your best guess. This is literally not how the game is designed. Such a lethal bombing run should need red flares. Don't blurt about uniqueness when all the balance team try to do is remove uniqueness from the game.
All the players in this thread are either allied bias or axis biased coz if you think you like both the sides equally you would request for a symmetrical game but if you like this asymmetrical game this would explain you have a bias and mostly play in that faction or side. I am allied biased and yes pershing is very underwhelming in any mode except 1v1 reason there are no At walls in 1v1, USF suck at repairing undecrewable vehicles. No one would make a 2nd read echlon just for repairing a pershing however Okw repair tech with sturms are very op in repairing high HP vehicles such as KT or ST. Even the 360 HP priest take longer to repair as compared to soviets, or any other faction with similar HP units.
People are masquerading behind pershing because of its high AI damage as compared to tigers, spread out your units and watch your 230 fuel dedicated USF permium become useless af, it will take like 3 shots to almost kill a volks squad so it becomes useless right there. Other players who are defending the current performance of pershing need to understand that it is incomparable to Tiger so people are lowballing it and comparing it with a Panther, a panther can easily keep a pershing in check but let me guess a jackson will keep a tiger in check? Did you say Yes? So a jackson with a spotter mostly infantry which will bleed is required to keep a tiger in check ? Panther operates without any help which jackson cannot against Tiger and bounces frontally on it. Whats even funny is that Jackson was nerfed this patch and Panther was buffed for vet 2 both of them. Even if the panther recieves damage it can quickly get back into field with 2x pios but the same cannot be said for pershing. The return of investment for pershing is very low with more micro required and also the lesser range as compared to Panther or vet 2 tiger.
The dumb arguments to justify Pershing being good with Combined Arms does not exactly mean that Pershing itself is good. Spending ammo on a muni intensive faction to make its premium tank perform averagely is a big brain thinking. Can you calculate Tiger Ace's survivability behind panzer tactician? Or the close air support with the normal tiger doctrine which is devastating for USF if he does not have M15A1 alive at 30mins of his match? I get the asymmetricity of the game but why are you providing a premium tank to USF only for it to perform this bad?
Also this isn't the first thread by players asking pershing to atleast perform like other premiums like IS-2, tiger or KV2.But oh well.
Yeah it is way too op in the hands of pros in team games. Also it renders the commandos pretty much useless along with any stealth unit I guess. If its 240 HP and low armor makes you think that it is fragile and will die quickly, I would like to understand why the WC51 was nerfed so hard that it suddenly became the least favorite unit.
Zis 6 truck since it doubles the fuel and muni of a normal point. It works like an kugelblitz or opel truck from Ost and 221 from okw. it costs 50 less and you can save it if the enemy pushes to kill it and also move it across the resource points(Muni/Fuel/Normal) according to your reuqirement.
The purpose of this patch is to create an as large amount of middle ground (good/viable) commanders as possible to increase commander diversity. Not to create more top meta commanders. Heavy Cav is already nice and comfortable in the middle being 4th most popular in 2v2, 3v3 and 4v4 and it's getting a few nice buffs too (3 medium-small Pershing buffs, cheaper offmap smoke, Rangers will get a small buff). And some heavy meta commanders like Mechanized are being nerfed. And it being picked less than Urban Assault in teamgames for example has less to do with Heavy Cav itself and more with the Calliope being a necessary tool that more people prefer. There's no need to turn the Pershing into some kind of monster just to make it the number one pick. We're trying to move away from number one picks.
Come on Sander, counting the CP reduction as a buff? Didn't all the heavy tanks get this CP reduction Okw tiger, OST tiger so how exactly is it a special buff for Pershing where it can gain a benefit over its counterparts, pretty stupid counting this as a buff? 2nd buff +10% speed is for pershing but the Tigers got a buff too! I guess it was 10% reduced scatter so there you go it wasn't a buff only to pershing but all the heavies instead Tiger got a buff that will help it in attacking units unlike Pershing's buff that will not improve its performance against Infantry or Armor. 3rd buff 800 HP with 15% damage reduction so this was supposed to help it repair faster, still you would have only 1 rear echlon squad repairing your pershing, highly unlikely anyone will make two. I don't know but I guess Rear echlons are the worst squad at repairing in this game so I guess this would only help in repairing but not in Pershing taking a fight. The thread here is about getting pershing to be a game changer like the tiger which can bounce shots frontally from anything made by the allies except I guess the 17 pounder. Out of all the 'BUFFS' to the pershing you claim, none of it help the Pershing in improving its fighting, repair speed enables it to get faster to the frontline, +10% speed helps it rush out or dive faster but not the actual fighting against armor or infantry!! Even the CA is getting nerfed this patch.
For the stats page I selected top 200 and for 3v3 and 4v4 found a big difference of 80 matches from 5th position Heavr Armor to 3rd position armor and that is from a total of 276 games I guess. But before going into stats I would geniunely like to ask you, if you play USF automatch and find anyone of Aerafield, Sturmpanther, Helping Hans against you on your lane would you really go for Heavy Cavalry? I would like to see you try atleast so maybe if I am doing something wrong, it would help me.
I guess the feelings across this thread is pretty mutual that Pershing needs some buffs or atleast cost reduction since it is not on terms with its counterparts and does not justify its cost. Now the ball is in the court of Balance team to look into it, this commander patch would have been a great chance at giving pershing a buff but I guess it is pretty much over to add any final changes to this patch so I guess this commander will still be underused in 1v1 or 2v2 the only modes where it CAN be effective. Here is the Heavy Cavalry usage stats for April 2021.
The Panther has 10 more range, it can easily fight an IS-2 until that one gets vet 2. At which point it becomes a roughly even fight slightly in favour of the IS-2 with a TTK of 53s vs 58s, disregarding accuracy. Though the latter is going to be in favour of the Panther.
Mr Sander what you have mentioned here, Panther can only use its 50 range with the help of external sources. I am talking about a cage fight without these external factors. But I understand your research and the TTK could be tilted in the favor of panther with the slow reload from IS-2.
Funny you are mentioning an ability that improves the vehicle with ammo resources expenditure and also you have to use the plural for Jackson(s) on a 400 Elefant/450 JT frontal armor Super heavies, RNG gets involved here unlike the Panther vs Pershing where RNG is involved on both the sides bouncing on the another. Back to my original argument Panther a medium countering USF's only heavy tank which is supposed to be a premium-only available in one doctrine.
Do note my express use of the combination of 60 range and high penetration. The Panther has high pen but only 50 range. The others have 50 or 60 range but only 170 penetration. Only the Allies get the high pen long range combo on their TDs. And the Panther never gets above 220 pen anyway, while the Firefly has 1000 pen Tulips and the SU-85 and Jackson get up to 264 and 300 pen with vet and HVAP respectively.
Ah I see you should have mentioned the word 'vet' so your sentence would be like vet TDs with 60 range and high penetration. Again if this was your statement, 60 range requires a spotter, veterancy requires efforts to sustain the tank. So here are two variables in your sentence to make the TDs useful, unlike the panther which does not require much input and can easily deny the pershing tank which it should not at least with such ease.
This is a myth. The Axis do have a few outliners (Tiger II, Jagdtiger and Elefant), but otherwise the Allies are just as stocked when it comes to medium to heavy armor values. See below.
Again here you handpicked the Allied armor that are not GENERALLY available whereas you mentioned the generally available axis armor, when I mentioned 'unlike the light frontal armors faced by axis.' I meant generally available tanks. Axis tanks face the 160 armor Sherman, T34, all the TDs, Comet as you mentioned, Cromwell on a more regular basis.
this is as fair an axis premium super heavy being on constant repair duty because of non doc tank destroyers.
And it is not a comet, but a panther with p4 mobility that hits like IS-2.
FYI it is still 6 shots kill. 800 hp is just for fast repairs.
Health from 960 to 800
15% damage reduction to retain 6 shot kill but faster repair times
You do know that there are only 2 such tanks for e.g Elefant and Jagdtiger both of which are specifically AT and outrange the Allied TDs by 10. These Super heavies are called in to solve the problem of Allied TDs and Allied Heavies why are you creating a problem from the given solution?
I know the HP reduction I have read the commander's patch.
geez... wipe the foam off your mouth and actually read the thread and what's been posted. i think there's no doubt that the pershing needs a bit of help beyond what's already implemented in the beta and there were already a ton of suggestions of how to achieve this. fact is that the pershing is still viable in 1v1s, regardless of if it can go head to head with the tiger (though the fact that it has 960 HP instead of 800, as you posted, certainly helps). in 2v2 and above, maybe not so much. will the M26 receive some last-minute buff of some sort to address what's been brought up here? i hope so but i'm also not holding my breath.
I never mentioned the 960 HP of pershing xD, I guess if you are talking about the same hit points as panther than yes I am comparing it with a doctrinal unit that has the same HP, speed and pen because comparing it with a tiger simply makes no sense because it has 0.5 more AOE radius than a tiger?
Talking about viability could you let me know why this commander is not in the top 5 picks for 1v1 mode for the top 200 players for March and April here:Coh2 stats
It needs a generous buff to be seen even in 1v1 formats so I can confidently say that it is miles away from the 4v4 scene.