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Post History of Aerohank
Thread: Feuersturm doctrine25 Mar 2020, 08:06 AM
The doctrine is loaded with anti-garrison with flamer pios and flame barrage. I like that volks get a normal grenade to get those juicy yellow-cover squad wipes. In: Lobby |
Thread: Suggestion: sight options for Ostheer and USF25 Mar 2020, 07:48 AM
I would like to see some scouting buff for Ost. In the early/midgame the options are fine, pios and scout car and sniper are enough here. I wouldn't put the scouting on the panther because of the "just make a bunch of panthers" we see in team games (and they will be inderectly buffed in the next patch because their targets get nerfed). I would therefor say t4 flare on mortars, since the Ost mortar struggles a bit to be useful later on in the game. For USF I voted for no changes. I Don't want to make their powerful flanks stronger and latergame they have non-doctrinal recon flights. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 17:02 PM
If you are going to accuse someone of sneakily editing a post, at least make sure you that your very next post 20 minutes later didn't quote the original post, which shows that my original posts hasn't been edited. So tho this I say: PLS be more carefully about your claims and accusations.
You provided a stat in isolation, as you always do, and then claim that that stat alone proves that the ISU is not a poor AT vehicle. Because you know, speed, cost, no turret, the fact that is has to swap ammo mid-fight, that it will face Tigers/Elephants/Jagdtigers/Panthers don't at all factor into the equation. It's all about single stats, by themselves, and pretending that you are proving claims are false. I did not stretched stats, I provided the TTK of 4 units to demonstrate that they close. You posted the TTK against mediums (which, you know, a P4 is by the way) to demonstrate that the TDs are really all the same. Which is the most stretching of stats you have done so far. Because not only are you now no longer looking at speed/cost/turret/potential targets, you are now also conveniently leaving penetration out of the picture to claim that, and I quote "the differences in TDs is not that great". PLS move on You move on. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 11:48 AM
No, here you go again. I didn't call the Elephant godlike. I asked if Doomlord considered the Elephants AT power as godlike since he considers the ISUs AT power to be excellent. Which was of course a rhetorical question meant to redicule his position. You know this of course. You on the other hand actually called the performance of 4 TDs almost the same, then took a cherry-picked stat which only shows maybe 20% of the picture, and called it 'proof' that "the differences in TDs is not that great". You are stretching stats to prove points that the don't prove. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 08:41 AM
The differences in TDs are actually not that great: And here we go again... TDs are compared with literally 1 stat, with absolutely no regard to what targets they will most likely encounter in matches, or their mobility or anything else. and the conclusion is drawn that there really isn't that much difference between the TDs at all. In: COH2 Balance |
Thread: Winter balance mod 2020 V1.324 Mar 2020, 07:22 AM
If just having 6 man squads is so beneficial to having 4 man squads, Osttupppen would be the dominating meta. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 05:16 AM
Are you intentionally leaving out the King Tiger in your analysis to make the ISU-152 look better than it is? Edit: I have to say, and this relates to multiple posts in multiple topics, the obsession with isolated unit stats by some posters is getting really tedious. Everyone knows thats OST T4 isn't up to snuff and needs buffs, yet when suits the axis/allies agenda, suddenly OST T4 will be used as the benchmark to which all others should be balanced. Likewise, everone knows the Elephants AT power blows the ISU out of the water, yet people will throw meaningless stats around like the TTK of the elephant vs Churchill to make it look as if the Elephant and the ISU are really just slightly different. In other topics, tests are performed in vacumes with absolutely no regards to a units micro-potential or mobility and used as proof that X is OP or Y is UP. It's just silly. Is the ISU good? Unboubtly. It's being used a lot in team games after all. Is it too good? Well, if it was, a map like Rails and Metal would be dominated by it - yet Rails and Metal has been a meme since forever in that it favors axis. If you want to decide what is too good and which units needs help, the meta and winrates are the best we've got. What strategies are used and how often do they win and on which maps? Those stats are more meaningful than comparing the gun of unit X with the gun of unit Y. In: COH2 Balance |
Thread: ISU-152 HE shell range should be reduced?23 Mar 2020, 20:46 PM
"Excellent" really? Then what is the Elephants AT power? Godlike? The ISU-152's AT power isn't excellent. It's poor at best against anything heavier than a P4. In: COH2 Balance |
Thread: Attack move23 Mar 2020, 20:37 PM
Because, as I said, units don't have an optimum range since optimum range depends on what they are fighting and what the cover situation is.
And it does so the same for everybody. What difference does it make if A-move now will always take SMG troops into the magic <10 range for all squad models? SMG squads will get nerfed and so their effectiveness stays the same and you have achieved a grand total of nothing. In: Lobby |
Thread: Attack move23 Mar 2020, 19:01 PM
Optimum range depends not only what you are attacking with but also what you are attacking. Conscripts optimum range against Stormtroops is max range. Against Grenadiers its close range. Optimum range is also not really that relevant due to the cover mechanic (e.g. it's better to be in green cover at 18 range than be in gray cover at some ideal 15 range point or whatever). Then there is the fact that almost every unit in the game has a weapon where max DPS is achieved at close range, so you can't use that as a metric either. It just seems impossible to implement in a meaningful way, without also making the game play itself. So.. why bother? In: Lobby |
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