I don't think it's a fair comparison to use doctrinal USF weapons in comparison to standard okw armies. I play infantry commander and don't get either the airborne troops or the coliope. So it isn't something you will always face as axis.
The topic here of MP bleed. I think OKW is mostly responsible for this bleed. I wrote up a whole topic about this earlier and it comes down to efficiency and scale. OKW units are extremely cheap for how much efficiency they bring to the player. It's not hard for you to get a minimum 2-1 kill ratio in infantry combat, so even if it costs you 40mp to reinforce your okw soldier, you are going to win the economic battle. 2-1 is generous too, using the stronger soldiers you can easily get much higher ratios.
Because Obers are non-doctrinal, a USF player can count on ALWAYS being up against an elite infantry, and model for model rifles are not viable economic challenge for obers. You must outnumber them at least 3-1, depending on veterencies. I faced a vet5 ober squad and 3-1 was not enough to even drop 1 model in most battles.
With vehicles being the only viable equalizer here and USF not holding the vehicle advantage over anyone, you must makeup for the gap in player skill solely, if you do not have a doctrinal solution. If you choose to engage with infantry, you will inevitably lose the mp war.
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29 Jul 2014, 12:16 PM by siuking666:
T34/76 is NOT a joke on my hands; Maybe on your hands you make it suck shit? but on me, No. I can kill a stug with a little micro, go toe to toe with a Panzer 4. Is it a joke? LOL T34/85 is apparently a very good tank. But no one says it "one hit wipe" or elefant penetration; up to a point i think this little medium tank just have too much health and too much firepower with that fuel cost.
Post History of Vaz
Thread: USF and MP bleed11 Aug 2021, 09:38 AM
In: COH2 Balance |
Thread: invincible Command Panther at 5% health or bad RNG?20 Jul 2021, 17:31 PM
https://www.youtube.com/watch?v=Gm2dtNOlyDI&list=PLFWa7lAuxXdje-vaDzr7eTrf54xgB9HcL&index=5 That's insane! Is possible though. The way the game calculates something like 50% penetration doesn't exactly mean that if you take 2 shots, 1 of them will penetrate for sure. I think it's easy to get caught up in that. You could flip a coin 100 times and it land on the same side every single time and you still had a 50% chance the whole time. In: COH2 Bugs |
Thread: invincible Command Panther at 5% health or bad RNG?20 Jul 2021, 00:27 AM
It's invincible because of rng. That's just the game you were dealing with, not a bug. If you were behind it bashing it away with penetrating shots, then it would look like a bug. In: COH2 Bugs |
Thread: Buff Volley Fire11 Jul 2021, 23:42 PM
I think the problem people had which resulted in it being nerfed to useless was that it was possible to use it at the start of the game and you would instantly win any initial engagement with it. I think it would have been better if they just delayed it, instead of making RE squishier. It is useful late game if you wanted to suppress a kamikaze PG out of a blob or something. In: COH2 Balance |
Thread: Axis tank spam in teams10 Jul 2021, 23:36 PM
If we allowed a pintle gunner on the Jackson, would that be acceptable? I bet people would be up in arms that the 60td can't be beat now that it has massive AI capabilities. The panther isn't as good as a brumbar, tiger, or panzerIV, but it still pulls it's weight fighting off infantry. Combine that with the fact that for the most part it's extremely resistant to damage from infantry, unless flanked or already damaged about 10-20% for a snare to work. The problem with tanks from axis in team games is a combination of things. Much of which do not have the same impact in a 1v1. Axis units are more efficient than allied units. This is on a unit to unit case. There are some situations where this can skew, because I think allies have more of an advantage when a game devolves to the point that it's just artillery being shot across the map at each other and no one can advance. Many people like to make an infantry advantage on allies, but there are many caveats to this. We have 6 man axis squads and 5 man squads, so the numbers game is not always in allied favor. When it comes to tanks, you're paying a little more on the Axis side, but you're getting a much better deal. The armor actually feels like armor. The guns are powerful and make a real impact. I see axis players taking advantage of this all the time in team games. If you only play axis games, you have likely never seen people getting frustrated out of their mind at their teamates. Often, I have players I would deem below my level doing strats as simple as attack moving a blob, with maybe 2 anti-tank guns behind them(also in attack move) and it works. I don't think anyone on this forum has recommended I try to take out an axis blob with an allied blob. I think it's generally agreed upon that the axis dps will eliminate the allied blob every time. So people tell me to use vehicles, which does work. However, so do those anti-tank guns. They work great, every time, every shot. What stops an allied player from doing the same thing? As axis, you can stop the allied blob and if you can't, it only takes a second or two to focus fire the at guns and retreat. The reason this is important when it comes to tanks, is when we talk about the disadvantages of axis tanks. The pop cap cost is typically higher and the fuel cost is higher. There may be a higher MP cost too, but honestly it might as well not be there, since you will have it in spades thanks to the efficiency of the army as a whole(especially true in a team game). Yes, as allies it is possible to contest fuel from axis, but doing so at equal skill is highly unlikely. Not in a team game. In a 1v1 you can pull it off, especially if you're highly skilled. In team games, you need to be better than your opponents. As a solution, I think the costs need to be re-evaluated. I think the armor values need to be equalized more. Not such that a t34 is blocking tiger shots, but maybe that an at gun has a chance to bounce or more of a chance. If that results in Tiger shots bounching, then raise tiger penetration, because honesly, no one bitches about tiger penetrations, unless it's going against the rare is2 or such. I don't want to be exact in the solution, but what you get for the costs are way out of imbalance and it shows itself a lot in team games when you can get dramatic assaults that pretty much end games in a very efficient manner, escalating with skill. It deters me from playing axis in team games, because it isn't challenging enough. Especially with a pre-made team. Yea, I'll still get beat sometimes, but typically the opponent is like I said, above my skill level. In coh1 I played mostly Axis. It was a challenge there. I could not send a panther to knock out 2 shermans in a wreckless manner and have a reasonable expectation of survival. I could not send anti-tank infantry into a blob of bar riflemen and live long enough to hit whatever target was beyond them. Easy wins are boring to me. In: COH2 Gameplay |
Thread: Whats up wit AoE/near suppression???5 Jul 2021, 19:02 PM
There are a lot of inputs to this calculation. It matters which guns are being used, the distance crossed by the bullets, the units being fire on, their veterency, the cover situation, etc. There is a lot. Coming on here with no exemplary evidence is just going to be a discussion of speculation. In: COH2 Gameplay |
Thread: Axis tank spam in teams22 Jun 2021, 11:03 AM
I raised this same concern worded differently not long ago, it's not just the tanks, just about everything axis can field is efficient and effective. In: COH2 Gameplay |
Thread: Winrates indicate horrible balance17 Jun 2021, 22:11 PM
axis isn't just easier to play as to understand how to play. Their tools just plain work. There is an effective tool for every situation. With allies, you have a lot more failures, especially with penetration in AT battles. In: COH2 Balance |
Thread: Firefly is too weak15 May 2021, 17:04 PM
I don't think anyone is banking on a p4 shell bouncing off a sherman chassis. At least I hope not. In: COH2 Balance |
Thread: Firefly is too weak15 May 2021, 16:56 PM
I think the Firefly is too weak in team games. Does anyone else feel the same way? Its great if you have muni but otherwise not so great without muni. No way anyone's buying this. UKF may need some changes, it's not in the firefly though. Do not 1v1 a panther with a firefly. That's using the firefly wrong. If a panther decides to dive your firefly and is successful, then you failed to build an adequate overall force and should not have taken the shot. Team games are full of chaos, you can't make a good balance discussion off a 1v1 bubble like this, especially not between these two units. The firefly is not designed in a manner that would allow it to put up a fight against a panther. The panther is the better tank destroyer in MOST situations, that's why it has the faster speeds and turret rotation. The same can be said on the allied side too, look at the heavy tank destroyers. Who wins 1v1 Sherman/cromwell/t(rash)34 vs elefant/JT? Any of those MBT's will win and for precisely the same reason that the panther wins vs the firefly. The TD will get 1 hit off on the MBT's if they approach from the front, then the mbt's will just stay on the flank forever until the HTD is destroyed. No one gets out of babysitting duties for these slower tank destroyers! If you choose to build them, you are choosing the babysitting life, so get over it. Build comets instead. In: COH2 Balance |
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