Except dps curve and dps calculations.
Oh yeah and tons of actual gameplay.
Looking at those with unbiased opinion helps too.
More talk, show proof or stop posting.
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.
Thread: P-47 Rocket Strike vs Stuka Close Air Support [VIDEO Proof]30 Sep 2017, 16:26 PM
More talk, show proof or stop posting. In: COH2 Balance |
Thread: P-47 Rocket Strike vs Stuka Close Air Support [VIDEO Proof]30 Sep 2017, 15:20 PM
You two have no proof that equally invested mu will result in allied win. In: COH2 Balance |
Thread: the Fall Balance Preview has been put on hold indefinitely.30 Sep 2017, 06:01 AM
Oh yea, the Japanese whale killings. Now it makes sense. They REALLY REALLY want those whale bodies bad. They are like druggies in how bad they want those whales. The best charity whales can get right now is for Japan to stop their whaling. Whales don't need money. We don't need whale skins on our tanks. We need better balance. In: COH2 Gameplay |
Thread: P-47 Rocket Strike vs Stuka Close Air Support [VIDEO Proof]30 Sep 2017, 05:55 AM
You guys supporting axis are outright lying on here. P47 was fine before the nerf, if the current stuka is fine to you. They pretty much did the same thing. The p47 is NOT currently bugged. Relic intentionally set its accuracy so that will miss all it does. This used to be how the stuka was, it would miss a lot. Then it was nerfed and now it only misses if your vehicle is moving at max speed. If you are still in the process of accelerating, kiss your vehicle goodbye. It's literally what Vipper says is bad for the game, you click it and win. I've had multiple opponents do this to me in games. They just send a couple units into the area where they know I have vehicles (usually there is an attrition they are losing), they call in the stuka and I have to move way back. If I don't notice it, I will lose not 1, but multiple vehicles. No panther assistance, no p4, nothing. It's cheap and it cools down fast enough such that once I have been able reorganize after the planes have gone, that another one is ready for the next time I make push into contested territory. All they have to do is keep their munitions income up. Not very hard for Ost, since they actually aren't munitions hungry ALL game. They need about 400 munitions to max out all their troop held weapons, maybe some more for bunker upgrades, and better players will lay a few mines. Once into the late stages, they really aren't doing anything but calling in high skill off map attacks. The p47 is innefective against OKW since they start with AA and get good AA with that gun truck. There was a little discussion about priest being an annoyance. This couldn't be more wrong. At least in team games I run into a lot of stupid allied players that will make like 4 priests and try to hit moving targets with them. That doesn't work. I do quite well with priest. OKW retreat to truck, they are getting bashed and the player is going to have to fuss with trying to move unhealthy squads out of the blast zone. You run over a heavy mine and are stuck. I'm going to wait a while for your repair technicians to come save it, then I'm going to bash it and kill your tank and the techs. You don't move your walking stuka or werfer? Getting pounded. Hogging buildings? Pounded. You put your gun truck somewhere on the field? Destroying that. The way I use priest, most people make pretty risky moves to drop it. My favorite is when I'm ahead in resources and they send a suicide panther that gets through, but I exit the priest. The panther destroys it, I destroy the panther, then I call in a new priest and recrew it, still got that vet. Priest just has it's place and it's not as good for using as an oh shit button for advancing infantry, like rockets are. Allied players are allergic to laying mines too, at least the ones I get stuck with most of the time. Bottom line: If Axis players are comfy with current p47, that's fine. Stuka needs nerfs to bring it to a similar level and cost. In: COH2 Balance |
Thread: Axis Lethality in relation to call-in tanks in team games30 Sep 2017, 05:09 AM
Scott was not my first unit and I figured some might demand the replay of that frustrating game, so I did actually save it if someone wants to watch me get pounded, but I don't think it's all that important. It's not that I rushed a scott and got met with a JT. I built a Jackson, then a scott. Did things go wrong? Yea, clearly. I want you all to keep in mind this about team games, you cannot get through a team game without feeding OKW. Ignore them on important parts and when you return with a good force, you'll be met by the gun truck nullifying entire infantry force (which is all you'll have without contesting the important sector). Get the 1 volks squad vs 1 Rifle squad out your head. This simple scenario doesn't happen very often and is not the subject of this thread. Think more like 4 volks vs 4 rifles. Close range is not an option to win most of the time, you can lose an entire squad closing in and then there will be a huge area denial with cheap flame grenades. It doesn't work well. The volks or whatever mix of infantry are going to win with even squad numbers. There is always mixed vet. This has been a feature of OKW since it's inception, to have superior troops, but unlike ost they have higher numbers. Even a cover advantage doesn't give much here, since the allied troops are missing vast quantities of shots, the axis troops can advance and allied infantry in cover and throw grenades on the cover, of course flame grenades throw the cover advantage out the window for the rest of the fight and it becomes a light cover or open ground battle pretty fast. In the USF vs OKW matchup, there is no allied numbers advantage, it comes down to who has better stats man for man and who gets lucky enough on the draws (this where accuracy helps and ROF is not a concern due to numbers, this should be very provable with a math formula that will show the USF troops losing 100% on equal cover). I'm pointing out what I think is a problem, but I am not proposing a solution, as I have not done the proper research into the stats for experience. However, I do think that some of the sky high values for OKW infantry in particular are too high and extremely bad for team games. It's way too forgiving how it is right now for OKW in large matches. In: COH2 Balance |
Thread: Axis Lethality in relation to call-in tanks in team games28 Sep 2017, 23:56 PM
I've noticed that Axis players get their commander abilities quite rapidly in team games. It really struck hard when my first scott was met pretty quickly with a Jagdtiger in a particulary difficult game for me, lol. I think we can all agree that axis units as a result of accuracy are about to put out a more stable dps at the model level. In team games (not 1v1) this starts to magnify a lot and the axis troops will get their vet faster typically. This also means their command points are going up faster too. I haven't looked at how the experience values compare, but I'm hoping allied troops aren't worth the same value as axis troops. I don't think this is much of an issue at all in 1v1, but in bigger and bigger team games, it makes a pretty big impact with heavy tanks coming faster and faster the bigger the game is. It's also stronger with OKW than it is Ost. In: COH2 Balance |
Thread: Raketen bug 24 Sep 2017, 16:56 PM
It would be a lot better to have a youtube video to show the bug, instead of people having to fast forward through a game to catch a bug briefly, then do it again to have to see it however many times is necessary. In: COH2 Bugs |
Thread: Some concerns with Panzerfuseliers.24 Sep 2017, 16:46 PM
Trying to retreat from them hardly ever happens. They will kill retreaters with up to 75% squad health, unlike most other infantry axis or allied. A pop cap increase needs to happen, as well as reinforcement increase, and possibly experience value. In: COH2 Balance |
Thread: P-47 Rocket Strike vs Stuka Close Air Support [VIDEO Proof]24 Sep 2017, 05:40 AM
No one commended you In: COH2 Balance |
Thread: Your worst losses.23 Sep 2017, 22:57 PM
I don't usually have those of myself. However, I was just in a game where a teamate was on the other side of a building where 2 stugs where, with his single Jackson. He could have not engaged and gotten out of range, nope he engaged from the front. Got 1 shot off before going boom. In: COH2 Gameplay |
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