It would be nice if Relic used their programming prowess to discourage this. It can be easily identified through the statistics the game collects. There is a certain acceptable quantity of friend fire damage that accumulates in a normal game. In a game with this kind of asshole, there is a much higher range of friendly fire damage. This data could then be used to seperate the asshole from the rest, maybe in a teamkiller match pool where they can compete to see who forces the other team to win first. They can also just be conventional and issue temp bans or mp bans. They wouldn't really even have to maintain it, it would be automatic. |
Head over to the strategy section for specific tips and someone will help you or point you in the right direction. |
2 mortar trucks pushes ost off anything extremely fast. You can also get the drop on OKW and assault trucks very efficiently. |
You came to the right place. However, coh is a fairly toxic environment. Many people get stressed out of their minds from the frustration and will say lots of mean things to vent their frustration or whatever intense emotion. Dod't take it seriously. However, I would recommend that you start with 1v1, because you'll learn faster and people will get angry at you for dragging a team down. 1v1 tends to be less toxic in my experience as well. |
That's all right, but how many engagements are going to be vs those high armor units? If I'm not mistaken, there is a way to prevent the select few tanks with enough armor to bounce a shot from being effected by the increased penetration. Target tables, I think they are called. A couple entries there and problem solved. Even the inverse of that, just buff penetration of certain destroyers against whatever is a problem. |
omg I just absolutely wrecked in a 3v3 with this strat |
Surprised this thread got to the IS2 which IIRC wasn't even touched in the new patch, even though this thread is about the new patch.
IS2 scatter is too high, which makes it an RNG cannon. I'd like to see its scatter buffed, but at the cost of something else. Preferably armor since this is the 1 unit that the StuG and JP4 actually struggle to pen, but buffing their pen would lower the effective armor of other allied tanks with high armor significantly such as the comet and pershing.
Buffing the penetration of the stug and jp4 would not lower the effective armor of most other allied tanks (maybe chruchill), since at the current values they already penetrate every connecting shot. Going from 100% to 100% is not a problem, lol.
No wonder I didn't remember those changes, as they're hardly anything.
These changes are quite significant actually and seem to address the known problem. Maybe further buff is needed, but it's better than no buff.
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I disagree, especially on the basis of not much data or proof present here. This broad bitching doesn't work for agreeing on the balance of a game ruled by numbers. Be specific, even if you are right, it looks stupid that you're just in here complaining broadly. I've been playing a lot of USA and Volks have been kicking my ass, even with me having a cover advantage, a lot of times losing squads on retreat. So where is this significant advantage? I'm not seeing it. Explain with numbers, please. |
I don't know if it was changed, but the southern bases are extremely poorly designed. I'm including the replay to the game I just played, but what happens is freshly built tanks can get stuck in the base sector by the base buildings. I think this might be from a unique combination. We had 2 Americans and 1 Soviet. The two super wide American base circles formed a blockade between off the map entry point for vehicles and the match area, preventing them from possibly ever participating in the match. We decided to surrender once we noticed, we were going to have a pilup of useless armor in that little area. This map needs to be removed or hotfixed, this is stupid.
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This game demonstrates a base setup where tanks will not be able to get into the match, causing allied team an extreme disadvantage. |