Basically, yeah.
Put cheap vehicles in front of your bigger vehicles. The tulip will hit the vehicle in front.
OK...Your diagram and response make little sense. Basically you are saying use low health cheap tanks to absorb punishment for high health high armor tanks with limited maneuverability (the exact opposite role these tanks are supposed to have).
Also not sure how an AT gun in this case does not cause you to lose your Stug 100% of the time you engage an enemy tank, probably without it even firing back.
To top that all off you are showing this only for Wehr, whereas OKW has no cheap tank. All of their tanks are expensive, and I fail to see how always needing a wall, in the form of another tank, in front of my heavy tank is good game play.
Your post does not address the larger issues I brought up, and is at best a niche situation in which he has no AT so you can absorb the rockets he chose to waste on your Stug (which you now lose). |
This patch (which someone mentioned looks like a hot fix and I agree) is effectively gimping the OKW, while providing Brits a be all end all infantry unit from minute 0. If the cost to reinforce comes down the received accuracy must come down. Basically at vet 3 Tommies are near indestructable, and in cover they murder everything that doesn't have steel plate.
KV8 damage reduced seems unreasonable.
AS reduction in size of bombing target by half address none of the issues that people who hated it wanted to see changed, and nerfed the ability in a way that people that enjoyed it considered it critical (ability to push built up sections by hitting it hard in an area wide enough to exploit). If anything this means its primary function is now to destroy OKW trucks outside of the base.
No changes to grens or stuka dive bomb?
Arty reduced to rubbish against base structures, when it struggles to accurately land shells on troops what else is it good for?
No changes to emplacements?!? |
Tulips need a nerf, and when this happens firefly cost should be reduced. No tank should be one shotted by another, that is just bad gameplay. This is made worse by the tulips piercing, which is also stupid. When you are using heavy tanks vs. Fireflies you are basically constantly fighting with 50% health since you know he can, and will, launch the tulips as you get low on health. Since heavies cannot maneuver away you have to assume as you reach half health the tactical nuke is inbound. This is both boring and counter to how heavies are supposed to be flanked not approached head on. |
Wow this is an interesting bug. Not sure I can comment now on strafe since it seems like it is being prevented from functioning correctly. Based on my use currently it sucks, but from the analysis this appears to be because the tracking is off. |
that couple seconds of stopping and accelerating again will get the sherman killed.
the smoke on the sherman is really for covering an attack, not escape.
Exactly this.
Problem with smoke is its slow rate of fire makes covering attack lanes hard because they give the enemy so much time to react. This should be changed to: when fired all of the smoke rounds should be fired at once. The arc will cause them to take time to land and prevent it being used exclusively as a get out of jail card.
Besides making it easier to use, this will have the added benefit of getting rid of that annoying animation where the Sherman fires smoke across half the map as it drives away. |
Relic likes to overbuff things to get people using them so they can better decide how to nerf it later.
Personally I think the suppression is annoying, but I don't think these guys are as devastating as everyone claims. If someone spends all their manpower on ISG's in team games you can easily flank them with some SMG's and decrew all of them in seconds.
How do you flank units with 360 degree suppression and pin point accuracy? He should see you coming long before you get close and suppress your men. Even if he doesn't he may be near a Schwer HQ and if not that decrew is just a delay. He will recrew with volks and have them firing in 20-30 seconds. Against Brits there is zero way to get close to decrew these in the early-mid game. You don't have the MP and squads to do so.
Guns are overperforming by about 10 miles. |
Another bug with war spoils that has never been fixed is the one in which after being awarded new war spoils, and these war spoils being examined after the game, the screen displaying them cannot be closed after hitting ok. It immediately loads another identical screen. This requires the player quit the game to access menu's again. |
How 2v2 for allies going those days: allies gather 2 Churchills backed up by jacksons/su 76s. Horde of those tanks a-moves into german positions and destroys everything.
Oh, almost forgot - in high-lvl games you need a minesweeper nearby. Not like mines can stop you anyway, but they can be pretty annoying.
Sure, lets buff Churchill. 1600(or is it 1800?) hp is clearly not enough for 150 fuel tank.
This is a perception problem. Prior to Brits German tanks relied upon destroying Allied armor and surviving with a sliver of health. Post Brits, the Allies can now trade with German tanks making their units feel OP, but in actuality they are posing a different problem. The strat of surviving with just a little health is no longer suitable, now German tanks support other elements running in at the last minute to finish off allied tanks and then exploiting the gap with high speed. The scenario you have described is extremely late game, if you see such a scenario you should have access to all sorts of goodies. A single Pak43, or a Elephant/JT will completely shut this down. Pak 40's and Rakentens are still effective but they should be positioned further back so they can do more damage. The Paks may get decrewed, but AT gun vetrency is the icing on the cake not the cake. Regular snares still work on these tanks. Try smoking in front of Churchill as it approaches. You can attack ground well behind it and always hit the tank while it has to wait for you. Mines under smoke are far more lethal because you have a hell of a time figuring out where they are and setting them off with explosives is a very real possibility. If you have them use tank traps to further limit their movement, make them stop frequently to change direction. This will cause huge attrition to their health, and they cannot easily retreat.
Long story short, tools are there, but you have to use them well. Churchill is designed as a tank that takes a beating and limps back to fight another day. The crew grenade is currently bugged, so it clearly needs to be fixed, not defending it.
Churchill needs no buffs might need some slight nerfs, but I really like it as is. |
I don't think he is talking about balance, but rather gameplay.
* Vehicle crews - there is a button to press to make them jump back in the tank, no? I can't think of what it is now sorry.
* Assault Engies - disagree, these guys have ton of utility and plenty of damage if you flank with them. Don't engage enemies head on
* Rifleman smoke nade bug - I've seen it but certainly not 90% of the time.
* 57mm - Agree. It's not just exclusive to the gun either. .50 cal and pack howie get decrewed way faster than their counterparts too.
* sherman dozer - Agree. It can't hit anything not standing still.
* Captain - Agree, pretty sure it's some sort of bug or just bad coding.
* Major - Agree. Buffing nearby units as a trade-offs between using him aggressively or as a forward retreat point would be a good mechanic imo. Right now he is just a retreat point and back-capper at best.
* RNG bombs - Terrible ability, should be completely redesigned imo.
* tank destroyers - Agree but that is not limited to just them, it's prevalent in most if not all vehicles in the game - vehicle pathing in coh2 is hot garbage. It just feels worse because they are so fragile.
This is a pretty good summary. Couple of points that he hit upon are still a real problem (captain, pathing on TD's) for USF. I think AE's need a received accuracy buff at vet 3. The ability to repair units quickly is near useless since USF is loaded with repair potential. Received accuracy would help since they are such a small squad German units can pick them off very quickly. However, their high damage requires they not receive this too early or they will be wiping machines.
USF losing pop cap to unlocks is a real problem. Late game if you need to unlock a tier but are close to pop cap you are basically out of luck. If I skip Lt, but try to back tech for him I have to purchase a rifle squad which cause MP bleed and upkeep cost, while if I play any other faction I can unlock the tier and access the unit. Long games makes this issue more extreme because the total cost of a tier is the time of the game by upkeep of unit unlocked. |
Churchill - insanely OP.
Partisans - wuuuut?! C'mon, nothing more broken in history of COH2
Centaur - tololol unit
Air Supremacy - yeah, right.
Allied blobs... everywhere. And now they are eating axis infantry at breakfast and without chocking.
But the real balance problem in COH2 is the ISG. If we fix ISG, everything will be fantastic.
/thread
This is a fairly obvious straw man argument. The ISG is over performing, but I don't think people saying it is over performing are suggesting we not look at these other units as well. I disagree with you on Churchills and AS, but don't make it sound like I am so naive that I expect only the ISG fix is the next patch.
You are also deflecting here, and contributing little to the conversation. |