It's time to stop Relic!
Nerf this t70 and other light vehicles that promote cheap play by using an all-around infantry nukers - especially when they far outclass their medium counter parts for cost in terms of handling infantry.
Make CoH2 great again - nerf light vechs.
I could wrtie a long and pointed post about why T70 and similar light vehcs are OP, but I honestly think it's obvious.
EDIT: Light Vehicles (biggest offenders) = T70, Stuart, AEC, 222, Luchs; in that order.
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Thread: T70 Nerf10 Aug 2016, 19:09 PM
In: COH2 Balance |
Thread: Raketenwerfer is awful6 Aug 2016, 22:29 PM
Can confirm - it sucks. Death loops, piss poor accuracy, long target acquisition - all things critical for an AT gun. I don't give a damn if it can cloak and retreat - it's job is AT and when your basic AT gun can't perform right, you have a big problem countering basic medium tanks. Between the shit raketen and the shit MG 34 - OKW are a severely limited faction. In: COH2 Balance |
Thread: Let's Talk: Sd.Kfz. 2226 Aug 2016, 08:53 AM
I agree that was their intended design, which is why I'm suggesting their lethality be severely limited in favor of a more harassmen/recon/utility role (think of the OKW Puma). Truly what makes this game so frustrating to play is the fact a player can build a light tank or two and just go haywire against the enemy without putting in very much effort. Like when did you get a squad 1-shotted by a t70 and think - "damn this guy is so good, his plays crushed me..." (Never!). I was never much of a vCoH player, but a lot of the gimping vehicles we see and have seen in CoH2 just don't exist in that game (and as such, fit the more slower paced and longer lasting fire-fights in vCoH as well as the more controllable loss of life to squads). Compare this to CoH2, where they ramp up the lethality on a lot of stuff still in this game - mostly tanks (tank RNG shots in general, t70, P2, demos, laser-lmg accuracy). In fact, I remember seeing many builds in vCoH that really didn't rely on fuel and tank teching at all and only used the occasional vech as a side thought or for a special purpose (since infantry could not be instantly pushed back by the sight of a tank). This is in direct contrast to CoH2 where the meta heavily revolves around who builds what tank first and how many squad kills can that tank nail. In: COH2 Balance |
Thread: Let's Talk: Sd.Kfz. 2226 Aug 2016, 02:21 AM
So if you wanted to "nerf" light vechs so that they come out 10 min later, I'd be ok with that. This means I'll actually have some AT options from multiple sources. In: COH2 Balance |
Thread: Let's Talk: Sd.Kfz. 2226 Aug 2016, 01:08 AM
Discussing a single Medium / Light Vehicle doesn't solve the problem. Smaller Tanks ( t70, P II , Stuart , AEC and 222) are too predominant in this game at the moment and rendering complete Teching Trees like Tier 1 of USF and Soviet useless in competative 1v1 environments. yes, yes , yes. Until light vehicles stop acting like mobile death-dealing machines, this game won't stop being cancer. In: COH2 Balance |
Thread: Let's Talk: Sd.Kfz. 2224 Aug 2016, 06:16 AM
First off, Rifle 'nade has a min range, so a 222 can actually drive into the center of the squad to avoid it. And even if a squad gets the snare off, the 222 still has significant health left to force the squad off. Sure, this then requires a repair unit to come along, but this can get an engine healed very quickly if you have a pioneer close by. - the scatter on the 222 can actually be quite devastating (like so many vehicle guns) to squads in cover (particularly light cover) as the game's incredible squad formation behaviour makes them bunch up. The 222 is FAR less useful in 2v2 + simply due to the amount of concentrated fire power and all sorts of units running around to stop light vech dives. Not to mention, getting an AT gun out is far easier in team games whereas getting 1 in 1v1 is a conscious choice to play a defensive game vs the vech due to the amount of manpower the unit requires (trade off from more offensive infantry) as well as the units needed to protect the AT gun. In: COH2 Balance |
Thread: Maxim vs OKW issue4 Aug 2016, 00:53 AM
While it is balanced in a sense, it requires quite a bit of good micro and positioning on the OKW's part to overcome maxims. This disparity in amount of micro and effort put in is imbalanced game design. Unless you wanna go the 2x LeIG route. In: COH2 Balance |
Thread: Let's Talk: Sd.Kfz. 2224 Aug 2016, 00:43 AM
Do you even play this game budwise? 222s are an all-purpose light vehicle that deal GOOD damage to infantry. Idk what kinda of ultra noobs you play against that keep it at max range vs squads in cover, but players with a brain can easily micro it for max. damage (which is significant). And since it's MP cost is about the same as a pioneer, it's a no brainer unit to make. It harasses, controls periphierals, and forces squads without AT to blob. This then allows then Axis player to concentrate his army on a zone since now the allied player must do the same or face endless fall backs as squads 1v1 and lose to 222 (which is what the Ost player wants - to make use of MG and combined arms as solo squads are still Ost weak point; except that 222 really nullifies this weakness) It's far too good atm. I can't believe people think this light vech meta is acceptable - it's literally cancer to this game. In: COH2 Balance |
Thread: Let's Talk: Sd.Kfz. 2222 Aug 2016, 02:24 AM
you want to nerf the OH only early game threat? I think the solution, as I said, is to change the access Allies have to early light vehicles (as well as P2). Probably won't happen though since Relic has made this light vech design so entrenched at this point. In: COH2 Balance |
Thread: Let's Talk: Sd.Kfz. 2221 Aug 2016, 23:16 PM
Personally id like to see an overhaul of every light vech from all-purpose mini tanks to a more harassment/recon role (similar to M3). This action would have the benefit of changing this retarded meta. In: COH2 Balance |
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