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Thread: Crossroads by WhiteFlashReborn11 Aug 2017, 09:36 AM
The changes improve the map, however the side with the house on the cutoff and the timbers stacks is still at a disadvantage. This is due to the wood stacks and the shack acting as shotblockers. The second issue is the house and hedge on the cutoff makes transitioning from left to right more restrictive compared to the other starting position. |
Thread: FBP: M36 Jackson Discussion3 Aug 2017, 11:08 AM
Thx for the info. I think going for a doctrine with smoke will be mandatory when playing vs usf. Also if p4 doesn't become obsolete, it will only be used for patrolling the edges of the battle and will probably require a shreck escort. In: COH2 Balance |
Thread: FBP: M36 Jackson Discussion2 Aug 2017, 23:16 PM
Thx for explanation. Makes a lot of things clearer. Jacksons are not a unit I see regularly due to pershing / M10 meta being more dominant so I am not entirely clear on specific stats ( ie how many pack shots / stug shots etc ). Almost every time I have taken jackson down I have had superior At, or was able to trap it due to pathing or rng. So old stats vs new stats. 1. How many pack shots (live vs patch) 2. How many P4 shots (live vs patch) 3. How many stug shots (live vs patch) 4. How many schreck shots (live vs patch) I do realize that almost all vehicle engagements come down to opportunity, range, rng, pathing etc etc but for those of us that do not follow stats exactly, knowing how many extra pack shots/scheck/tank shots are required would be helpful. I am assuming we are looking at 1 more volley from all at sources. In: COH2 Balance |
Thread: FBP: M36 Jackson Discussion2 Aug 2017, 22:38 PM
Usf do not generally struggle At wise until heavies arrive ( approx 20min ) unless they have gone full retard on AI upgrades ( nades, bars, Lt, mg, indirect fire, LV's ). As to your point about waiting one minute longer at start of game, well that's completely nonsensical and irrelevant. Jackson is a TD with a specific role ( to hardcounter any other vehicle )and as such time of arrival is important otherwise it completely shuts down ost T3.
M10 is popular because it is op and somewhat necessary to count other No Tech callins. M10's are hugely cost effective and as callins can not only make an instant impact on the game but can also be massed quickly if the player has the resources. M10's being op in respect to cost efficiencey also allow usf to put more resources into without worrying about At. Once Smith fixes callins then m10 meta will no longer be necessary and can toned down.
This is rubbish as Jackson is now better across all game modes. The increase in cost is largely irrelevant due to the changes to callins for all factions. Besides I think almost all players would be happier to wait longer ( 1 min ) for higher health jackson. In: COH2 Balance |
Thread: FBP: M36 Jackson Discussion1 Aug 2017, 22:57 PM
An extra 50 mp and 20 fuel is going to put an end to jacksons in 1v1. You literally have to wait 1min longer for a jackson that is far more durable bordering on unkillable on certain maps and/or if protected well.
Usf will only have to fear the new Ost Ostwind and the changes to m10 may cause timing issues for some but in reality the delay is only a minute or two. And usf has ample soft Anti Tank. So as an idea why not simply putting an upgrade to the Jackson, adding health and whatever. So we have a Jackson live version + 1 upgrade per Jackson so you can turn one to be more powerful late game. Something like 100munition to get your final version of the Jackson. The reason that the fuel/manpower price is increasing is not only due to better health, but to also delay jacksons reaching critical mass. Usf are not always starved for muni. I would be more accepting of moving health increase to vet 1, at least then there is some incentive to be cautious with it and there is some reward to axis if it is destroyed. In: COH2 Balance |
Thread: FBP: M36 Jackson Discussion31 Jul 2017, 23:34 PM
I would like to know, 1. What is the range of p4 and stugs, if jackson range is going to be 60. 2. How often will jackson hit at max range. 3. On a map like Kholodny Ferma where tanks are engaging around centre vp, what range is that roughly. No point obsessing about max range if all meaningful combat is closer to medium range. 4. What is Ostheer's counter to the jackson in the eyes of the mod team. All in all I would like to see improvements to p4 and panther accuracy on the move in parallel to jackson changes. In: COH2 Balance |
Thread: FBP V1.1 UPDATE29 Jul 2017, 13:31 PM
Guys pak40 is soo great! Use it also don't forget the stun shot!. Same here. I only use stugs vs usf if my opponent goes pershing or calliope. Stugs on many 1v1 maps are just painful to micro.
Ost mortar will not kill a usf mortar due to fast packup time and even if you do the ost player rarely has opportunity to steal it. I would go so far as to say the usf mortar in the hands of someone capable is impossible to kill. I have lost count of how many times I have flanked a mortar and it has just run away without losing a man. As far as Panzerwerfer goes, well that is very situational and nowhere as effective as a Calliope unless he is a blobber or is goes for team weapons. I also will often go osttruppen vs usf on some maps so tigers aren't always an option. In: Lobby |
Thread: FBP V1.1 UPDATE29 Jul 2017, 13:07 PM
Imo, the biggest issue ost has vs usf is indirect fire and to a lesser degree smoke. Mortars, pack howie, scott and calliope can be devastating against ost on occasion and often dictate the outcome of multiple engagements. That of course doesn't mean indirect fire guarantees a usf win but it has a huge influence on the effectiveness of numerous other units. For example, if a mortar shell lands on an mg and take 30% health and kills a man or two, then odds are good an approaching force will simply be able to gun down the remaining units from the front and continue forward. If this happens it can create a domino effect especially if the usf player is smart enough to then focus any at guns. In: Lobby |
Thread: FBP V1.1 UPDATE29 Jul 2017, 09:23 AM
After playing around in the mod for an evening, I find the fact that a jackson can survive three PAK shots and a faust to be a little much. They can survive a teller mine and a PAK shot too. +1 I played someone last night that used a similar tactic with the exception that he added a scott to the build. He would push with smoke, i would try to hold but the scott with its accuracy would push grens/mgs off then the rifles would push At guns back then the jacksons would push any tanks away. The scott was more of an issue than the jacksons because I was continuously retreating and healing which in turn meant I had less infantry to screen for the p4. I was able to flank with pgrens and get some hits occasionally but could never actually kill them. Had I gone Tiger then maybe I could absorb more damage and thus put more pressure back on my opponent but not every doctrine has a tiger and the jackson is stock. I guess like everything in this game, it is not easy to fix one unit in isolation. In: Lobby |
Thread: Fall Balance Preview27 Jul 2017, 23:50 PM
If you don't want to risk closing the distance, accept that a few of your shots won't penetrate. The Stug still has enormous RoF and will still be very efficient for the cost. What percentage are likely to bounce. If you want to take the KV8 down faster either get a 2nd Stug, or close the distance; or play defensively and let the KV8 close the distance. The KV-8 has a tiny range (25), and it's not like it can hurt your Stug in anyway. Not sure if you read all my previous post. I don't really think the stug should have to close the distance especially if KV8 is accompanied by 2 zis guns.. I never completely understood the logic behind making stugs close the distance to improve penetration given that most heavies or expensive tanks are often accompanied by double At guns and infantry, as well as the fact that the stug is not the most agile of tanks. I am not a huge fan of stugs and only make them occasionally if the need arises so I am not in a position to argue if they are op (in 1v1) but I would have though a more appropriate nerf was to adjust ROF or vet. My main concern after this patch is sov meta will move to more heavier tanks and I will be forced to get a tiger or panther every game. I also have some concerns about KV8/Zis blobs (aka Capt price cheese) returning. In: Lobby |
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