JohnnyB vs. COH2.org, interesting match up. I would say JohnnyB can't win but he can fight on, since without VP's the game can just drag and drag.
Seriously though, Allies hold advantages in 1v1's and 2v2's. In 3v3's and 4v4's there are a number of advantages which give Axis the lead, but its not huge.
UKF late game is still waaaaaaaaaay too good, and its lack of indirect fire is troubling.
OKW in 3v3 and 4v4 provides some huge advantages (when combined with Wehr) that can rapidly snowball into victory. It still functions in those larger game modes as a spoiler faction. Its high level of synergy is troubling.
USF is ok in larger game modes, but lacks late game armor options that cause it to eventually fall away under heavy German armor.
Soviets are pretty balanced, though only limited number of commander are viable after howie changes.
Wehr is great, absolutely fantastic, in larger games. Has everything it needs and more. Many commanders are viable and many strategies are currently doable. Pwerfer maybe too good in these larger game modes. Brumbar needs cost looked at and grens need some looking into.
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Thread: Current balance opinions?13 Nov 2015, 21:03 PM
In: Lobby |
Thread: King Tiger 13 Nov 2015, 17:01 PM
Are you seriously suggesting you are supposed to lose the game as Axis the moment you lose a vet Pak? You know that Paks are easy to kill and slow? Here is what happened: They were all burnt by the Croc beforehand. Melting through them in 5 secs. You are beating up a straw man and ignoring my argument. By the time the Croc appears you should have vet on at least one of your AT unit in your army. If you don't, then yes I guess you deserve to be on the back foot yet again and potentially lose. In any case, shooting at max range at crocs will rapidly get vet on paks, which still penetrate crocs reliably, just not every shot. Stugs straight out don't care about the croc because they always outrange it and can disable the gun with an ability they should acquire after no more than 3-4 penetrating shots, if they don't already have vet. Long story short, vet is important so use it to your advantage. I literally had this match up twice in the same match two days ago, 1 stug and 2 paks, and in both cases I killed the croc as soon as it tried to engage these units. It killed a pak crew on the first try, and nothing on the second try, though it did injure one pak crew. I know exactly what you are talking about. To those claiming Allied bias on the forums, please don't bother posting. The post is designed to be used for bait into a flame battle and contributes nothing to the discussion. If you feel a unit deserves some form of balance it makes more sense to place your argument on the table than calling everyone else a baby and crying in the corner. There are plenty of threads on Allied units over performing on this forum, and other buff Axis units on this forum. In: Lobby |
Thread: Vickers insanity12 Nov 2015, 22:33 PM
This thing is much better than the OKW T4 building. The damage and range combo and being available right at the beginning make it an absolute cheating unit. There is no reason for it to be the best of its kind in the whole game. Move to T4 or nerf the DPS and range. As you have gathered the community does not understand your point. The Vickers is substantially worse in every way compared to OKW T4 building (I guess except fuel cost), and regardless these units are so different it is like me saying I like soda and you saying you like frogs, it just makes no sense. I would recommend trying to at least compare Vickers to other MG's or you are going to get flamed pretty hard. In the future, it might be worthwhile reading a few posts about the topic and then drafting a post before you make it. In: COH2 Balance |
Thread: Capable of identifying multiplayer cheaters?12 Nov 2015, 16:57 PM
Watch replay with FoW enabled. Many times I have been called a cheater because I use very limited LoS reveals and good map awareness to drop artillery while attacking somewhere else causing players to not see red smoke. When they turn back around it looks like artillery is landing in the FoW with no warning. Can you explain what commanders were chosen in the game, and the game in general (no names)? We can probably guess what unit was giving him sneaky LoS. Just FYI, elite troops plus any doc with spotting scope in Wehr army can vet a scout car to vet 2 immediately and give insane LoS on scoped scout car. In: Lobby |
Thread: King Tiger 12 Nov 2015, 16:51 PM
Tell that to the Croc that just 30 minutes ago drove up to 2 Paks and a StuG and annihilated both Paks within 10 seconds and could still escape the StuG with a third health left. For a moment there I thought I had a massed AT wall. This is taken well out of context then. Since you should have had 2 TWP ready, and one stun shot ready from the Stug. Any of these would stop the guns firing and give the paks time to blast away. By the time the Croc makes its appearance you must have vet surely? One TWP hit and the croc would have died because you would have eaten it up. Even if the Croc was over perferming, that would never give the KT the right to over perform in its own way. The KT is a rare unit by design. It is still quite a show stopper when it gets fielded. Making your opponent invest heavily in AT and combine it all in one area of the map to stop you is a strategic advantage, exploit it. In: Lobby |
Thread: Penals weaker than conscripts??10 Nov 2015, 21:05 PM
As i've said in the past: This seems cool. Ahh tripwire flare, why must you be on every infantry unit in the Soviet army? Giving penals any form of AT would mean T1 is your one stop shop for death since snipers could be protected from 222 or Kubel from the get go. Needs to be clear play and counter play. In: COH2 Balance |
Thread: New Jaeger Light Infantry v. Pathfinders10 Nov 2015, 20:56 PM
This is an old thread, but I think it relevant to post in since much has changed since then. JL are still outright better than Pathfinders. The differences in doctrine don't provide enough of an excuse for the power of these units compared to Pathfinders. JL have the ability to snipe models reliably, and can appear wherever you need them. Spawning behind AT guns instantly has them paying for themselves. And if you can salvage you just gained some fuel and munitions. Pathfinders biggest draw is their ability to pick up bars, which turns them into weapon piantas. If they do engage in combat they appear to randomly drop models because of this increased DPS combined with their RNG sniping mechanic. To make things clearer to players Pathfinders should not be able to equip weapons, and their sniping power increased. We might also consider giving them better cloak, as was stated. Their current reinforce cost and small squad size make them feel like expensive and very underwhelming elite infantry. To Lemon's point (with the caveat I know its from more than 1 year ago) about indirect fire, I just don't see it. USF struggles to provide indirect fire in most situations. If they are lucky a Pak howie is nearby to provide support, but if you are invested in airborne you are already extremely spent on MP leaving little room for that. Besides Wehr gets great LoS from just pios now and has far more indirect fire options. The LoS alone is not sufficient to justify their in game differences of these units. JL's vet 1 ability needs to be removed. They should gain cloak at vet 1. @Wireineye JL's ability to drop models, ability to spawn in ambient buildings, and their better vet alone justify a higher price than Pathfinders. Their slightly worse sniping at max range over Pathfinders is rarely an issue since infantry battles rarely play out at max range. JL also have spring so they can close gaps, or get out of the way to maximize their chance to be at an ideal range. In: COH2 Balance |
Thread: Axis team game strategy10 Nov 2015, 16:35 PM
When I play Soviets and find out that Wehrmacht opponent invested into StuG(s) I feel relief. It means that I don't have to worry about AI vehicles any time soon and deal with those pesky StuGs later using SU-85, which just outrange them. The range difference is of less importance because in larger games there are many ways to make max range battles impossible. Stugs are still one of the best TD's in the game. OKW in combination with Wehr is still quite powerful in teamgames. They can flood the field with volks, and their Schwer will look out large sections of the map quickly. This allows you and your teammate to up suppression units into a narrower area. OKW still fields the ISG, which is still extremely potent, and its stuka is an awesome support unit. The Breakthrough doc is, I think, the best doc for larger team games right now. All OKW games can be painful, since you can secure areas early and then proceed to lose from then on to Brit player late game. In: COH2 Gameplay |
Thread: King Tiger 10 Nov 2015, 16:30 PM
a little anecdote about the KT from few days ago. Brand new KT rolls on the front. It's not unsupported. It's got PAK43 behind it and infantry all around. Rifleblob approaches, obviously reveals it. 2 Firefly shots and double tulips from the FOW frontally destroy it in less than 3 seconds. And that was about it from my ultimate area denial/all possible fuel invested of a Hi-end unit. In all transparency KT was about 95% Healthwise since it got scratched by and AT when tryin' to scare of Maxim that prevented my infantry to move ahead. This pretty much sums up the arguments about the KT. If you see heavy TD investment, then don't build slow, expensive tanks! I cannot stress this enough. The issue you are having problems with is not related to the KT, but OKW in general. The KT is the only non-doc super heavy in a faction, it is available when your opponent has lost the fuel war, is late in the game, and your opponent is still fielding tons of infantry which your JPIV's are incapable of providing any damage to them. It gives OKW a way to break through stalemates in which more lightly armored tanks simply cannot venture. If the game is close and there is lots of AT floating around, invest in other units. You have the buildings, get stuka's. Or if you don't like that get and infared HT and avoid the TD's. If you are using breakthrough I would recommend the JagdTiger. It has great damage against tanks, good damage to infantry, and its vet 1 barrage is deadly to anything. Its cost is equivalent anyway. The Brit late game and the OKW limited combined arms is are problems right now, not the KT. In: Lobby |
Thread: Axis against Allied Tank Spam9 Nov 2015, 18:00 PM
Are you in 2v2, 3v3, 4v4? I am hesitant to recommend relying on Panthers in smaller game modes against Brits. Stugs do the job for much cheaper and you can easily match them 1 for 1 on tanks. Also they may have had fuel caches. Pak 40's are your friends. I always keep one or two, depending on how late in the game I am. Feel free to steal allied AT guns whenever you find them since their lower penetration is not an issue against the usually lower armored allied tanks. Vet 1 American 57 mm for the Germans is so sweet. Mines are also a great tool. Place them on the flanks of your AT guns and watch as allied tanks become nothing more than targets as they attempt to swing around behind them. Always keep grens near an AT gun or slower tank to allow fausts to be fired. TWP is still available on Pak40's and you should use it frequently. In: Strategy Desk |
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VSImagelessbean ManxMarriner Richarddear||AD||1215[TATUZ] Black Dynamite [TATUZ] Blue Semtex? [TATUZ] White TNT?ISU 152 nerfed, you decideby: Imagelessbean map: Rzhev Winter1-1,227
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