How do people feel about this unit?
Playing USF, it's one of my favorite indirect fire units. It comes late, so it needs to be much better than say, a mortar halftrack, but really this unit is kinda wierd. When it arcs highly, it's pretty average. But when it has a 'direct fire' angle, it just obliterates things. Not just infantry, but light vehicles. I've soloed Luchs with an M8, it's that effective when you're microing it properly. The smoke ability to get away is a lifesaver too.
In longer games, it's probably my most efficient unit. It's also the only really "good" indirect fire the USF get, and it DOES come late. But I'd take 1 Scott over 2-3 pack howitzers any day.
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Thread: M8 Scott HMC18 Aug 2014, 05:58 AM
In: COH2 Balance |
Thread: Longtime, ongoing issues with alt+tab16 Aug 2014, 09:46 AM
I don't think I'm going to be shocking anybody to say that this game has issues with alt+tab or window switching out of full screen mode in general. Of particular note is when you're alt+tabbing in lobbies / waiting for a game, then the game starts and you (sometimes) have the game locked in the free-camera mode where mouse movement shifts your view around. To fix it, you must alt tab out and back in again quickly. This was actually something that occurred in the first game too, and I can only assume it is a problem in some deep dark recess of the engine that carried across from COH1. The second problem is that under similar conditions, when you press "shift" to give a queued order the steam overlay comes up and then goes away, intercepting any UI events in the meantime. You give the order again, and then the game goes on as normal after this point. I'm sure everyone has experienced these things, my 2v2 partner and I have been since the game launched, so I assume Relic is aware of it? In: COH2 Bugs |
Thread: Each Armie's performance in the diffrent stages of the game15 Aug 2014, 01:14 AM
I broadly agree with OP. I hate that they have (intentionally?) made part of the asymmetrical balance related to the stage of the game you're in. It makes the game impossible to balance equally in different game modes, since the modes (and to some extent the maps) dictate how late games will go on average. While Relic probably doesn't care much about 3v3 and 4v4 balance, I think they do care about 2v2, and I certainly do. Team games almost always go late, it's much rarer for a game to "end" in ten minutes or less. So in team games, the factions that are stronger later get an advantage, and in 1v1, where you don't have an ally to "average out" your successes and losses, the games are much shorter, and factions that are strong early have an advantage. It's going to be very tricky trying to juggle the blaance to make OKW and Wehr "equally good" as the Allies at all stages of the game. I am a 2v2 gamer primarily and main USF. Even though I spend most of my time in 2v2 with a more or less equally skilled partner, my 1v1 rank is enormously higher than my 2v2 rank, it's like 300 for 1v1 and 2500 for 2v2 AT. These ranks are not directly comparable I understand, although it feels so much harder in team games - double USF team games I might add, where the weaknesses in lategame get magnified. Half the problem is that when we win games in 2v2, it has rarely been a "good fight" - we got some early squadwipes, sometimes because we got lucky and sometimes because of great positioning on our part, but the small victories cascade and we've wiped half their army in < 8 minutes. They drop, we win, GG. But these victories are only a fraciton of how satisfying it is when you win a 30 minute or 40 minute match that features several back and forths. Those are often frustrating to lose, because you're not losing because you're less skilled (well sometimes you do), it's because at that stage of the game your faction is simply weaksauce and all these supersoldiers are appearing on the field backed up by supertanks and you can't keep up, gradually watching your victories turn to nothing and your forces dwindle until they kill you on VPs. Wins are often unsatisfying, and losses are often incredibly frustrating. That's bad design, conceptually! In: COH2 Balance |
Thread: American player here, how is the Kubel weak?15 Aug 2014, 01:01 AM
I think the Kubel is a fantastic unit in skilled hands (partially map dependendent, but I've had some good players position it amazingly and win games with them early on in 1v1s), but you really can't make any mistakes with it or it will just explode when a stiff breeze rolls its way. There could be some minor balance issues (i.e. slightly undeperforming considering it doesn't scale at all), but I'd want to sort the rest of the game before we touch the Kubel. Really minor issues, if any. In: COH2 Balance |
Thread: Why isn't the King Tiger doctrinal?14 Aug 2014, 00:42 AM
If the KT comes out and you have little to no proper counters, you probably lost the game earlier already. I know that the only times I've had one used against me with success was when I got outplayed. What's a "proper counter"? 2 AT guns, a captain and a Jackson is a typical AT force we might have on the field. Two jacksons as the game draws on longer. In some theoretical, sterile laboritory environment that is more than a match for a KT. But it's never just a KT. We could have more, but if they're going an infantry/support weapon heavy strategy (and inf-heavy gameplay is very common in these strategies), we will be investing manpower and fuel in units to counter the LMG gren swarms (I don't call them blobs because they don't necessarily all move in a single blob, although often they do at least temporarily), the Sturm/Shrek blobs, Falschirm spam, and eventually Obersoldaten on the field. Sometimes they get double ISGs, sometimes they stay with more core infantry. There are a variety of threats to deal with, but the Pack Howitzer is still underperforming, and the T4 Scott, while one of the best arty units in the game (I love them to death), is 75 fuel and comes rather late in the tech tree. Ever since they "bug fixed" the US 50 cal it's been pretty hopelessly unsurvivable in the face of axis units. We still win sometimes, but you can't act like stalling for heavies is some unviable strategy in 2v2s and higher. Suicide in a 1v1 probably. But not in team games. OKW gets everything they need to fight effectively without using much fuel on units, particularly if they've got Ostheer support. In: COH2 Balance |
Thread: Why isn't the King Tiger doctrinal?13 Aug 2014, 13:21 PM
Not really. You're giving up panther and expensive vehicles, but in team games where allies can't close the game early on you're not infrequently looking at 40+ minute slogs. There's plenty of fuel to go around. These are the kind of games where you also see multiple tigers from a Wehr player. In: COH2 Balance |
Thread: Why isn't the King Tiger doctrinal?13 Aug 2014, 04:01 AM
The KTs are extremely annoying from the perspective of a double USF player, but this is primarily because the Jackson is the only unit in your arsenal that can reliably damage it. I would kill for a doctrine with a 3" AT gun (historically used in the western front) that was comparable to the Wehr Pak, for example. The 57mm AT gun is very effective at fighting Wehr T3 and light vehicles, but hopeless at killing heavies. I almost feel like APDS should be a vet 0 ability for them, even if they had to slightly raise the price to compensate. In: COH2 Balance |
Thread: Whats about allies that need nurfing soo bad?11 Aug 2014, 23:52 PM
My 1v1 USA ELO is quite high, but even there where USA is at its strongest I still lose quite regularly. My first probably 12-13 games I had a huge winning streak with only a couple of losses, but around rank 250 I hit a brick wall and my opponents are regularly defeating me. Play more games, especially team games, and the odds of finding opponents where you will be stomped into the ground increase exponentially. I'm not saying your opponents were noobs, but not everyone is good at fending off aggressive early USA play, and sometimes you just get lucky, or catch a good player on an off day. It's also possible that they weren't noobs, but you were just better! Certainly there is a lot of room for explanation beyond "USA is easy mode, scrubs!" In: COH2 Balance |
Thread: Things I Stuggle with. (American Mid Game)11 Aug 2014, 12:59 PM
LW ground forces -> Fast Puma is pretty typical yeah. |
Thread: Whats about allies that need nurfing soo bad?11 Aug 2014, 12:31 PM
Get to higher levels, people learn how to counter basic US strats. In: COH2 Balance |
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