I find the USF lack of indirect fire frightening to say the least. If I cannot keep my opponent off balance all game they quickly convert to a static battle and force me to use munitions heavily to even move on the map. At this point its a waiting game since better and better units are coming down the line, but I will cap out at a mobile AT gun called the Jackson.
USF has limited combined arms, its pop is eaten up by tech costs(!) and healing, rifles require tons of micro, and the tanks are interesting but are difficult to keep alive. The need for vet 1 for a number of USf abilities (Rifle nades, radar net, smoke) means the loss of any veteran unit immediately places you on the defensive since all other units are now affected. The pop cost to tech is brutal late game as you may want something in a tier you don't have access to (like mines) but your tech will push you to near pop cap. Even if you manage to have the pop unlocked you still pay to have another rifle squad in upkeep at minimum and if you send it into combat another MP bleeding unit when you may not want it. Locking tech behind pop cap was not a good move.
Until such time as the USF plays are more interesting than building some form of rifled infantry I don't see them as particularly impressive faction. USF is currently a chore to play.
Also where is my arty? One of the most artillery based armies of the war and one doc piece of arty? Really?
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Thread: State of USF18 Aug 2015, 14:44 PM
In: Lobby |
Thread: What to do with the MG34?18 Aug 2015, 14:27 PM
MG34 is fine as it stands, but if you want to buff it then you have to do something with the Kubel. The Kubel flying around suppressing units and then allowing a 1CP MG to wreck everything else when it arrives is not a great idea. It has already been said, but make MG34 non-doc and move to HQ. Then reduce pack up time slightly and reduce vet requirements. Cost to remain. Kubel goes to Doc gets buffs all around and loses suppression. This would give the OKW a fair suppression unit and would prevent the really annoying play that Kubels encourage. It also would be cheap and effective in combination with Sturms to be deadly. Getting it out early would allow it to gain vet quickly, and because its damage is so low it needs to be able to pack up quickly to do its main job of suppression. The vet you suggested (20 seconds increased damage) is effectively the incendiary rounds but with a debuff active after use. Really don't see the need to remove inc rounds as the vet makes sense (increase damage on low damage gun to get vet and punish players in arc). In: COH2 Balance |
Thread: Undo Soviet T3 before T4 requirement10 Aug 2015, 23:12 PM
No. Completely undermines the point of changing things around and opening up sandbox. As a reminder T34 still comes before P4, do the math. In: COH2 Balance |
Thread: ML-20 152mm Howitzer10 Aug 2015, 23:10 PM
As a reminder, you don't have to pick a doc with LeFH. In fact if you see your opponent going ML20 I would recommend against it. If on the other hand you see the game turning into a bit of a standoff get the artillery. Or if you want go with heavy tanks and use them to break through. The LeFH is not the counter to the ML20 it is an option now. Also none of this means that either gun does not require some work to finally balance. Artillery field officer + LeFH is pretty nasty. You can redirect barrage in middle of shooting and then fire again as soon as the cool down is over and not have stopped shooting at any time. In: COH2 Balance |
Thread: SU-76 issues8 Aug 2015, 18:23 PM
You seem confused. You keep saying Soviets don't have to tech and yet getting to SU76 requires at least two tech buildings to be completed. You also don't seem to understand that Soviet T4 is now an option not a requirement, but requiring it would reduce commanders that have units that appear in the mid game to disappear since you could not do T4 and use those commanders. Again, I hate to say this but your first question in your post is directly answered by the first three sentences of the post of mine you are quoting. Ost can choose which tech to take, but generally it goes T1 T2 T3 (can go T4 in long games). However, some commanders allow for this strat to be modified. Reducing the range of the SU76 would make it completely useless once T3 hits since a single stug would kill it everytime if it used TWP. Besides it would have to trade damage with Stug on every shot. The reason you get and SU85 right now is because of the vet, focus forward, and deeper health pool. If anything needs to be done the SU85 needs buffs to its accuracy. The SU76 allows Soviets to play with all of their commanders, that is why we like it where it is. I don't care that it was bad once, I like that more commanders are usable now that it offers reliable AT. In every game I have seen people complain about SU76 they send tanks straight, in predictable areas, to try to break through and are then surprised that the "terrible" SU76 is able to deal with this threat. Every time I see players using other units intelligently (or even flanking with tanks) the SU76's are useful, but die regularly causing a serious fuel loss and preventing the Soviet player from ever getting to T4 (a serious cost) while also causing them to spend lots of MP to stay on the field. From my own experience I consider them valuable units when I play Soviet, a reasonable threat when I play German requiring some work to bring them down but far from unstoppable. My view is therefore that they are good but not OP. In: COH2 Balance |
Thread: SU-76 issues7 Aug 2015, 19:56 PM
If you nerf the SU76 you will remove a number of options for the Soviet player since they will need to tech to T4 to deal with late German armor. As it stands a Soviet player can decide not to tech up and use other strategies. If you make them sink another tanks worth of fuel in tech cost than a number of possible options are lost. Stop trying to counter SU76 with tanks, long and short of it. The barrage is a nice bonus to the unit but it is only able to decrew paks with lucky shots. With more light vehicle play plan on getting a HT and recrewing paks quickly if you lose one. Paks are extremely dangerous for SU76's. A single bit of poor pathing and they are gone. As OKW this is even easier. Get JP (or JT), puma, or a couple of rakentens. Mix in some shreked volks to really get nasty. Soviet T3 is quite good, if anything needs to be done it is just a slight fuel increase to delay their appearance until slightly later. In: COH2 Balance |
Thread: ML-20 152mm Howitzer7 Aug 2015, 17:03 PM
You are still incorrect. Just checked this in cheat mod with Soviet and German howitzer. Howitzers can be killed by targeting the gun with tanks (aka just right click on it). When it happens the gun and all crew die as they did before if the gun health falls to 0. Protection of gun by having crew does not apply to this artillery. Said another way, having crew around a gun does not help the gun survive. Having decrewed guns proceeds as normal (as you would expect) with gun being destroyed when health falls to zero. Please upload a replay of gun going to 0 and surviving. The only thing I can think is that the CmdTank did something weird. I see what you did with the first part of your comment. Since the question is insincere I will answer it only briefly. Targeting, in the case of artillery, is based on the players ability to drop the maximum amount of damage on an area since you cannot directly select a unit to hit. In: COH2 Balance |
Thread: Sturmtiger breaks the game7 Aug 2015, 16:41 PM
Then your theory is wrong. Last night it was hidden behind building, when an SU85 moved up to cover infantry shot fired through building killed SU85 instantly. Is that skill and is it not incredibly frustrating? Basically just paid for itself (cost of sending in inf unsupported for AT, destroyed AT unit, requires player now make another AT unit, loses control of section of map) without the other player having any real counter play available to them. The unit is poorly designed and probably shouldn't even be in the game, but defending its ability to wipe from beyond LOS is foolish. We want less of these units, not more. In: COH2 Gameplay |
Thread: ML-20 152mm Howitzer7 Aug 2015, 14:49 PM
This is not true, arty can still be taken out by directly targeting the gun. The grace provided to weapon teams does not apply to arty. When you see arty target the gun. On a side note the IL-2 bombing run often decrews the gun and then another bomb hits destroying the low health gun. This may need to be looked at. On the other hand IL-2 is vulnerable to AA, warns the targeted player, and is slow to arrive. In: COH2 Balance |
Thread: Sturmtiger breaks the game7 Aug 2015, 12:36 PM
This unit is extremely stupid. It may be behind a crap commander, but that does not excuse the poor function of the unit. Being able to wipe anything without warning because you can hide behind buildings and teleport a shell to the other side is dumb. Buff the rest of this commander and remove this stupid ability. Also lower requirements for vet again on this unit after. In: COH2 Gameplay |
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VSFullMetalDesa no pasaran Kansas Kobra KcatImagelessbean [AEF] Appleseed CKOPПIOH (UA) KowalskiBugged AT gunby: Imagelessbean map: Essen Steelworks1-1,230
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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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VStorr CaptainDipshit Mandalore TheGuyWhoLikesCatsImagelessbean Von Strachwitz Goldeneye ZymoranGermans are the bestby: Imagelessbean map: Lienne Forest1-1,217
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VS[WF] *- ObS!d!@ Fr - InF -__mok (FR) _fireStarter TingedDragoonRealtiger Imagelessbean yyoung2010