The thing I find strange is since the justifications for changes were put into the patch notes, the justifications for some things don't correspond to the axis side. Take for instance, the squad wiping ability of the scott. That thing just fires and fires and fires now, enemy troop concentrations just ignore it and every shot misses, it takes so long the axis player will just move in an ATG and then the scott has to back off or die. Now contrast that with a brumbar, big cost difference, yes, but also much more durability and firepower(with the top mounted mg). Fills a similar role, though. Anyhow, I have to retreat before the second shot, because that squad is dead. First shot just completely devastates the squad where all models left over are pretty much 1 shot kills. That's fine though. It's doing the exact thing the scott was nerfed for. I'm not calling for the brumbar to be nerfed to useless. I think it's right where it should be. The scott was fucked up for being an effective weapon. It keeps going throughout the changes.
The mortar HT was awesome for removing stubborn ost players from buildings and choke points. Now, while still somewhat effective, the white phos rounds the player has to pay for are so weak that some players don't even bother to leave structures, because the nerf also reduced the maximum damage that could be done, leaving the opposing squad with plenty of health to remain in the building and be effective. So have to hit it with another phosphorus after waiting the cooldown. I'd much rather have seen a price increase on the rounds, than this nerf, since it has drastically cut the utility of this doctrine specific vehicle. Yet, let allies get by napalm mortars, time to burn. I'm guessing the delayed fuse bombs are the next nerf for the mortar ht, because they still do their job effectively, once vet1 on the mortar ht.
I find it comical how hard I get wrecked in this patch in team games now, watching me go from what should be a force advantage to a very swift retreat with heavy casualties. Another big sign of the difference is in the morale. When playing axis, people are far more willing to try to make a comeback, because you can. As allies, people take a heavy casualty and are ready to throw in the towel. It'll be the same player too, but it seems like with each passing year it fits this pattern more and more.
Profile of Vaz
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Last Visit Time: 13 Sep 2023, 01:41 AM
Xfire: Elitevaz
Steam: 76561197983031652
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Vaz
Last Visit Time: 13 Sep 2023, 01:41 AM
Xfire: Elitevaz
Steam: 76561197983031652
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Vaz
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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: The game is balanced enough.4 Oct 2019, 19:23 PM
In: Lobby |
Thread: Are AXIS Unbalanced? Debate2 Oct 2019, 09:10 AM
This is common in this game. People do things backwards. You see as the number of players goes down, you lose more. In other words, the more you have to rely on yourself instead of others to win, the greater the chance you will lose. If you want to get better, spend some time playing 1v1, try to get yourself to level 9 or 10 at the minimum, then move up to 2v2 and do the same. Repeat until you are back at 4v4. You will find that now you will be a greater asset to your team, instead of the liability you are currently. Also, lay mines. Axis has a lot of $$$ in those tanks, shame if one of them were to break down during an attack. In: COH2 Balance |
Thread: Fallschirmjäger is very OP!17 Sep 2019, 04:21 AM
falls are wiping a lot of my squads now and they aren't even using their first strike. They are pretty difficult to deal with using infantry. In: COH2 Balance |
Thread: September Balance Patch preview [SPBP] - general discussion26 Aug 2019, 11:19 AM
oh is that how that works? That should be increased to at least 50%. Makes them stronger and more lmg drops. In: COH2 Balance |
Thread: Panther armor rebalance.26 Aug 2019, 03:09 AM
The panthers diving ability is very hard to stop, that's why I put m20 mines behind front lines, high chance to lose your panther if you make an attempt to dive my priest. In: COH2 Balance |
Thread: USF Mortar Halftrack White Phosphorus Overperforming3 Jul 2019, 13:27 PM
It's really only effective on those trying to sit in one spot. There is potential to do some pretty nasty retreat blob wipes, but why any of you would want to reduce the lethality of a unit that does either of these two jobs is beyond me. I mean, other than those favoring wm that want to plant mg's in an area and be able to easily deny access all game, yea. In: COH2 Balance |
Thread: LMG Grens Moving Fire31 May 2019, 18:38 PM
I'm not a big fan of this, I can't say the opponents I've gone against that used WM have had a hard time wiping retreaters. Not only that, but the retreating squad getting out alive is kind of a foundational thing in COH, so updates to try an break that don't sound like a good idea to me. In: COH2 Balance |
Thread: CoH3 will be MODERN WARFARE ??????31 May 2019, 18:33 PM
I think it could work if it still sticks to the same kind of formula. In all honesty the lethality of the weapons in coh are drastically toned down compared to their real life counterparts. We know tanks could shoot the entire expanse of a map (something long range arty can't even do, lmao). We have infantry with rifles that need like 100 shots in a firefight to kill a guy. So we add the auto-weapons...same shit. It can work. In: Lobby |
Thread: Playing against the Sturmtiger1 Feb 2019, 02:34 AM
You honestly need cunning to defeat it, especially when it is well managed and supported. The very best weapon you have, is an m20, specifically it's heavy vehicle mine. People using Sturmtiger typically get caught up in greed and eventually use it more and more in risky situations, pushing it further in without support. If you can get it to hit a heavy mine, then it's stuck there and you only need a single jackson to pound the hell out of it. If you are infantry you can also use a priest to hit it from afar, bonus points for getting the rescue pioneers too. If you can't lure it to a mine, then you really need to be able to surround and thin out their forces so you can come in from behind or something. It's got too much health and armor to win in most direct conflicts from the front. In: COH2 Gameplay |
Thread: USF Mortar Halftrack meta1 Apr 2018, 15:19 PM
I'm going to tell you, you are right that it is extremely powerful vs ost. It's ONLY when they use the MG/Mortar delay strat, which is easy for all skill levels to do and very comfortable to play. Being able to block off large swaths of the map with the most effective mg in the game, from the start of the game while opponent has no easy way to fight back is very unfair. As the skill level goes up, the strat becomes even harder to break. I was losing something like 80% of my games vs WM because by the time I got them off a valuable resource, they had the resources (from hogging them all and not losing mp sitting around) to easily tech up and counter attack with armor and start that whole thing. The HT wasn't just an I win button either, it let me get some players off of a resource, but I still had to EARN 3 command points to bring it onto the field. That means a lot of MP drain organizing mostly futile raids on the weakest area I could identify. Still being the resource loser. I've seen a lot of players using the pak38 quite well force firing into the fog. So it's not always game over when the ht comes out. Some people use 222 and it does work, especially when I can't afford mines and bazookas because I have no fuel or munitions! Maybe the ht is OP versus this strategy, but I'm ok with that. It just means now some players are going to have to step outside their comfort zone and try a different way of playing. Just like I had to do, bringing in that ht which I never used much in the past. In: COH2 Gameplay |
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