It's fine now. It basically denies any tank coming in range and now you're complaining one of the few designed counters for this, artillery and indirect fire, is decrewing/damaging it? I build pak 43's frequently since the majority of soviet players will spam either SU-85s or T34s. Having just 1 pak 43 gives your infantry free roam to conduct anti infantry operations (which should be numerous at this point since you went for a pak 43 doctrine).
It has long range to keep it away from enemy fire, very good damage to effectively kill tanks, and easily re-crewable since it will usually sit behind your front lines (or just at them). What you're asking is to make this gun nearly unkillable except from the most well-executed flanks and powerful bombing runs.
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Thread: Pak43 buff24 Nov 2013, 18:33 PM
In: COH2 Balance |
Thread: #SNF5 3rd Quali Sign-ups Thread23 Nov 2013, 21:24 PM
Steam Alias: VindicareX Steam ID#: 76561198006600003 In: SNF5 Third Quali |
Thread: Into the Breach. 2v2 vs. VonIvan/Sib22 Nov 2013, 05:19 AM
After being mercilessly beaten by mass conscript/soviet industry tank rush in 2v2 a few times by this duo, we end up facing off on Semoskiy, and what carnage ensued. It's basically a brutal fight to stick units on VP points and seeing how long they can last. Watch as the entire center becomes a smoldering crater of ash as we try to push the Reds out of German territory. Very nice match. GG. In: Replays |
Thread: Future Balance Items by Relic19 Nov 2013, 00:44 AM
Seriously all this whining about T70 recently while Germans already have similar unit from the beginning called Flame Half Track. Important difference: A halftrack can actually take damage to small arms fire. So even without hard Anti tank on the field, it's still possible to keep it away from you. It's requirement to be at close range to do damage (making at 'nades much easier to get off) and its lack of mobility make it much harder to harass infantry all through the map. A T70 is nearly invulnerable to small arms fire. And unlike the flame haltrack, works surprisingly well at sniping German models from long range. It has very good maneuverability which makes it quite effective at keeping distance from Grens getting of a panzerfaust. Even if it does, it has a convenient self-repair ability to get it right moving again without the need for combat engineers to march over. Additionally, soviets have access to guards rifles (quite an effective counter to the halftrack) which can avoid investing in t2 for a ZiS gun. In: COH2 Balance |
Thread: Future Balance Items by Relic18 Nov 2013, 21:45 PM
None of these changes address the inherent problems of the new commanders: T70 timings and Tiger Ace all-inns. Let's say the building time with soviet industry reduce to lower levels. It doesn't matter. If it it didn't reduce building time, T70s would still come out the same time (give or take 20 seconds). Why? Because all that really matter is the fuel income. So instead of your engineers running around capping and then building, they will simply sit in the base and build from the get-go so by the time you have enough fuel for the t70, you have finished t3. It, quite definitively, has no counters. The t70 can do almost no damage as CieZ pointed out, even if he killed off infantry at the same rate as an Su-85 (slowly), it will still force you off nonetheless, which means no map control, which means no fuel for you, which means you have no counters to tanks (pak 43's are a sub-par counter and will never touch a t70 and will be easily overrun by the horde of tanks soon to come. All this considering you managed to get t2 with manpower this far...). the Tiger Ace, while less of a problem in my opinion, still poses a design flaw. The entire gameplay centers around armies slowly building up and trying to cause enough damage over time to eventually build an advantage (or if the game is close, to bitterly fight for a long time over the Victory Points). The tiger ace defies this: even if you have even armies it will completely shift the tide of battle. If you somehow make it to 7, or 8, CPs, cahnces are the game is a pretty close one (or you at least have some form of an army defending the line). With a Tiger Ace, all you really need is some marginal support for it to start being useful. It's basically an All-in unit, you will either win or lose with it (whereas other strategies require you to build up units with resources to execute such aggressive all-in pushes). I think adding some extra abilities and make it have comparable health and damage to the Tiger, and make it cost resources (no zero income mechanic), will fix it. Add abilities like crew shock or extra range or something. Don't just make it a super tiger. This way it can still provide a vital role to your army without breaking the game's flow. In: COH2 Balance |
Thread: R3 Spanky vs VindicareX16 Nov 2013, 20:46 PM
Great Games Spanky! Game 1: http://www.coh2.org/file/3064/r3-g1-spanky-vs-vindicarex.rec Game 2: http://www.coh2.org/file/3065/r3-g2-spanky-vs-vindicarex.rec |
Thread: R2 ||EXIT||Adadis vs VindicareX16 Nov 2013, 17:30 PM
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Thread: R1 Bo1 unknown_soldier v VindicareX16 Nov 2013, 16:17 PM
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Thread: R1 Bo1 unknown_soldier v VindicareX16 Nov 2013, 15:43 PM
Let's get a GG |
Thread: Thanks for MP patch15 Nov 2013, 04:31 AM
You can do a lot as Germans but the 500 mp at start is still an odd decision. I advised against it since it doesn't encourage anything but spam (first for the Germans, for the lack of alternatives, then for the Soviets as a reaction to heavy gren strats). The effect they're trying to get with it (easier tier1) isn't achieved with it, since every Soviet player will resort to spamming cons when he realises that building tier 1 and some penals loses him the map control and furthermore they're more expensive then 2 grens (including tier 1 building) and will lose the engagement. I disagree. The new MP change is great since I'm no longer so bottle-necked in going for large gren/con play. With the new resources, it allows soviet t1 units to actually be a viable opening. As soviets, my penals perform quite well against grens and often take the map back rather quickly. You now have the resources to react appropriately to your opponents opening whereas before, if you didn't go for a safe gren/con build, you often got smashed since it was much more difficult to get out that crucial unit in time. You have resources to balance out your army and counter more specialized units. In other words, specialist units (i.e. not grens/cons) can now make their way on the battlefield quicker without completely failing or dominating the map. For example, if I see assault grenadiers, I can now quickly build t1 to get some effect counters out. Or as germans, if I want to go heavy on weapons teams, it's now easier since the early weapons teams won't be so isolated as more of them are out quicker (allowing them to use their combined-arms tactics) whereas otherwise your single weapons team would get outflanked quickly by the mass cons since they would usually be isolated. It simply allows for more avenues of openings and strategies for both Ostheer and Soviets. In: COH2 Balance |
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