Ignoring this problem for the moment, Sturmpio's are the only repair unit capable of achieving vet after the upgrade to minesweepers without paying more costs. Brits and Americans have to pay to upgrade the squad to get enough DPS again, Ost and Soviet have to wait for lucky weapon drops or not at all.
I would like to see other engineers (Soviet and Ost) have the ability to achieve vet once sweepers are upgraded.
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Thread: Sturmpio repair speed3 Dec 2015, 17:17 PM
In: COH2 Balance |
Thread: IL2/Stuka single strafe run tracking bug3 Dec 2015, 17:12 PM
Didn't you point this out like 2 months ago? I see it remains unfixed. In: COH2 Bugs |
Thread: [December] Volks and Obers are Overpriced3 Dec 2015, 17:12 PM
2 obers with lmg both vet 3 (20 popcap) get destroyed by 3 vet 3 rifles(21 popcap) Obviously you are talking about Rifles with upgrades, which assuming they are not zooks, because then they will lose DPS vs. Infantry, you are talking about minimum (60*2)*3=360 munitions cost you did not consider (if lmg's then its actually 420 munitions), and the difference in MP, 400*2 vs. 270*3. So rifles, with more popcap, higher initial costs for loadouts, and higher opportunity costs can beat them. Maybe, Obers are supposed to supplement armies instead of replacing frontline infantry? In: COH2 Balance |
Thread: Bug/Oversight: Aura units buff friendly players' units3 Dec 2015, 14:58 PM
Disagree almost entirely based on 3v3 and 4v4 experience. Sturm Officer, behind a blob it becomes a nasty little tool. You can also drop it in buildings to get the buff without the retreat penalty. Or keep in around your teammates MG's and Mortars. If shocks close fear propaganada away. PIV command tank, is amazing. Free buffs to all Allied units nearby, lethal to infantry that approach. Enough health to take 3 AT shells without worrying, and usually smoke. Panther CT, outright broken in teamgames. Its vet 0 bonuses are amazing, it gets speed at vet 1, has the upgrade to MT for 40 munitions, which allows Elephants to one shot numerous Allied tanks. Otherwise it can kill any Allied tank 1v1 with it enabled. If it gets vet this all gets better, and if it gets to vet 5 it means you cannot lose the game. Your infantry shoot further, have more accuracy, are faster, and reload, faster, have longer site, and are harder to hit than many infantry at vet 3 on top of your own tanks. The MT allows you to get vet faster by making sure the Panther is always doing maximum damage. UKF command vehicle, is at best marginal right now. Too slow to participate in combat, cool downs on commander abilities rarely that important because they are used infrequently. Ost Field Officer, is ok. He gets vet which is nice, and he can fire smoke before attacks, which is also nice. When you get your own arty he can help saturate an area with artillery. Real problem is that all of his abilities cost munitions and you can rarely afford to do this plus the commander. He effectively gives you 2 more commander abilities. In: COH2 Bugs |
Thread: No-Teching required M4C TrollRolfstomping2 Dec 2015, 21:05 PM
M4C is a good tank, but if you invest heavily in them without tech, should you start to lose them you are stuck. You will need to keep fielding more tanks to stay on the field evaporating any chance to get fuel for tech and your opponent can invest heavily in TD's to punish your limited options. If you know you opponent might do this (and there should be signs) get a JPIV and a rekenten. Also seriously consider a P4 to help and deal with scripts. If you are hurting for fuel you should get a call in infantry unit and use it to kill DSHk gun crews. Take one of those and all the scripts in the world aren't gonna help him. Mines, if you can and have time will be nasty. Based on a single screen shot it is hard to say exactly where you went wrong. Others have already pointed out complete lack of AT on volks, and very limited fuel units. A command panther is certainly a choice it will arrive around the same time as the M4C and will be able to make a single exposed tank that gets hit by thee AT units a guaranteed kill. Try avoiding a shrek, a cloaked rakenten and a JPIV. That will immediately place you in the win column, and you only need to tech to one building to do it. If you went another commander get a solid AT base and then invest in mines whenever you can. They can be pretty far behind your lines since the tanks will have to flank to deal with the JPIV and so will not have sweeper support. Ultimately you have ~15 minutes to prepare. If you see DSHk, no tanks, a plane for fuel, probably a HT with ppsh guards, get ready. Once you kill two tanks he will be so far behind you in tech you almost can't help but win. In: COH2 Balance |
Thread: The HMG-34 veterancy nerfs...2 Dec 2015, 16:48 PM
Myself, you failed to respond to any of the points I laid out. Cafo is right, and you are effectively preventing discussion by saying no to anyone who disagrees with you. MG34's can boost their damage (double it in fact) for 15? munitions as soon as they hit vet 1. Use this. Buffing the 34 right now is very risky because it could just become a giant wall of MG spam in every game. In: COH2 Balance |
Thread: Official COH2 Forum Server Maintenance 2 Dec 2015, 16:45 PM
Does this mean I won't have to highlight the text to read everything on this site? Can we please do away with black website, light text? In: Lobby |
Thread: Should OKW shrek be moved to another teir/unit?2 Dec 2015, 16:44 PM
This is a good point. Extensive, cheap, handheld AT always available, was to help them hold out when they did not have tanks or when they had but one. The one issue with limited handheld AT is the early Soviet clown car which can skill round up squads and wipe them. The scout car should no longer garrison and receive buffs elsewhere. In return Volks should lose shreks, possibly pick up a faust upgrade. This would give OKW a clear way to deal with scout cars, stick close to cover or use Rakenten until Mech can be built and some light vehicle can be built. If instead he goes T2 get Kubels and back cap quickly, forcing his MGs to cover points that are not connected. Meanwhile tech to Med and get ISG. Against American you would deal with American Scout car same way you always have, and now with earlier Luchs or Puma (or even AA HT). Against Brits you go Luchs and force him to invest in his Scout car, which is of minimal threat to infantry. In: COH2 Balance |
Thread: Katyusha vet 3 range buff dont't affect Concentrated barrage2 Dec 2015, 16:36 PM
The creeping barrage is marginally different from the regular barrage. It is of limited use, it basically just allows you to fire all the rockets a little faster. Until this gets addressed I would recommend using only the regular barrage at vet 3. In: COH2 Bugs |
Thread: OKW Vet 5 justified (December Update)?2 Dec 2015, 16:32 PM
The quote on volks literally says cannon-fodder, isn't that their intended role? Also are you saying Allied vet is straight better, because almost every Soviet vehicle would like to have a quick word, just as an example. In: COH2 Balance |
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