Sniping a single ober squad is absolutely worth it, and in team games you can be doing a prec shot every 2-3 shells in a totally sustainable manner with a muni cache or two.
I mean blob killing is its main duty sure, but when there's no blobs about there's no point wasting the amazing 60 second reload time. The real trick to using it effectively is to anticipate where the gun needs to be facing before you need the shell fired, thus drastically reducing the time between your click and when it lands.
Even against maneuvering opponents, with good anticipating and planning you can sort of force the enemy to commit forces to respond to your team in one particular area, then hammer them with the B4 as soon as their army stop moving to engage. Any target is a good target for a B4, so it's not like it's always obvious what you're going to shoot next. |
Hopefully they're building CoH3, which will actually have a goddamn custom game lobby at LAUNCH this time. And won't have the nickle-and-drime commander system.
Or Blizards.
*shakes fist*
I think it's a bad idea to add more factions to CoH2, tbqh. Already having balance issues months and months down the line from WFA. |
B4 needs like a 10sec reload increase, and Vet 3 needs to be like 25% extra damage instead of 50% extra. |
Reduce Bazooka cost to 50; bazooka and pzschrek long range accuracy reduced or scatter increased or whatever.
Fair? |
Apparently, mediums are "against the design of OKW" so no dice there Alex. Just like how heavies are against the design of USF. Guess who got the better deal out of those design decisions, lol.
I love choosing my heavy USF skins knowing that there will never ever be a unit that takes advantage of it.
|
Losing a forward truck is hardly GG in a 2v2 or higher. Maybe it is in 1v1, but even then it depends on how well you're doing otherwise. You lose a couple of minutes of time and a fair chunk of fuel if you want to rebuild that tier.
Putting the KT in the the Panzer HQ would not impact 1v1 balance in a major capacity because fast teching to KT is not a viable strategy in 1v1. As far as I can see, most people are beelining to panthers with heavy manpower investments in volks and obers prior to that. I may be wrong here since I'm not a huge 1v1 player, but if it was viable to stall for KT, that will change when we get balance tweaks to the volks blobs that are most likely going to come at some stage.
|
Pzschreks are not a major threat to an IS2 but that feels like a really contrived point of comparison. They are a major threat to the far more common allied mediums. And by the time the IS2s are rolling around, there are Axis panthers or potentially even a KT nearing the field depending on the enemy builds and map control situation. A serious threat to a KV1 even. IS2, ISU and KV8 are the only tanks I'd say that aren't really scared of them, in all cases because their damage output is so significant that the Axis cannot afford to stand and fight with their overwhelming AT dps. This is particularly significant when you're in team games with USF on the allied side. Losing a jackson because the volks blob showed up at an inopportune time and got a single salvo off on you is really not a fun part of the game.
B4 has been my MVP in team games lately, but relying on a unit like that to counter OKW infantry blobs feels like using bullshit to counteract enemy bullshit. |
I'm not sure what the problem would be with having it be a unit produced by the Schwer HQ. 4 units from the last tier isn't a problem. It would make it more dangerous to aggressively place the HQ if your long term plan was a KT.
As a random aside I feel like the T4 building should be less effective at penetrating mediums, too. And I'm not sure how I feel a out its AA potential. It feels so dumb having the building they gt every damn game just neutralise air recon >50% of the time. And also fend off all light vehicles, infantry and do non-trivial damage to all USF tanks except like, dozer sherms. If you accidentally put a Jackson in range it takes so much damage, lol. |
Two changes need to happen to make the armor situation fairer for allies, IMO:
- US AT guns and Jacksons get AP rounds at vet 0. This allows them to get much more reliable penetration on enemy tanks when fresh, which is important because of how fragile they both are particularly late game in the context of volks blobs and obers.
- Panzerschreck long range accuracy reduced. I'm not sure of the precise stat to influence, but it needs to be less accurate firing at long range targets than it is.
I would accept small popcap reductions for some allied tanks too, but that's something I feel like we can worry about later on. A single, momentary failure to keep your Jackson out of range of a volks swarm will mean the tank goes down hard in many cases. And even with HE shells, if the dice don't go your way, you can be in for a world of pain on your shermans. T34s need not apply currently. |
b4 only does well to stationary targets
B4 is practically instant death to any stationary target but with good planning and on maps with less avenues for flanking, it's a very effective weapon even against manuevering opponents. It fires every what, 60 seconds or something? As long as it doesn't have to turn. The first shot wipe potential is off the charts and since it's refire rate is so rapid, you're getting a new chance to hit locations at a ludicrous rate.
Once I throw a B4 up, it becomes the "main" unit in my arsenal in the sense that I'm constantly repositioning it in anticipation of where the enemy will attack next. I hit moving targets (particularly blobs, but not always) really often. |