What would be the point of mines if they weren't a threat? If mines didnt kill my squads, i wouldn't upgrade pios to get a minesweeper. |
That problem happens with the pak 40, mainly because the shot targets the ground, god knows why. If your pak was shooting at one tank, and you target weak point another tank and it moves, it shoots the ground where you activated target weak point. Apparently tanks with this ability dont have this problem. |
with a free weekend its too early to say if the patch made perceived balance more equal from just people choosing a faction.
The blitz nerf was a little too far imo. With the range/sight of Su 85s(isu's) and the need to suicide rush it, I saw it as a necessity. I understand the it was a get out of jail free card argument, but while nerfing it's Houdini escape act, the offensive capability was killed. There has to be somewhere in-between only useful for getting through mud, and Im in trouble let's get out of here.
Someone suggested blitz only working forwards, not backwards. That is one change that isn't as radical as the current one that already solves half the problem with blitz. Blitz is supposed to be mainly an offensive tactic; it is a famous tactic used in the war. Cancelling blitzing backwards fixes the super easy getaway when soviets have actually flanked a german tank, and somehow the tank speeds away backwards at a million miles per hour with a small percentage of health remaining. In those situations, you can't just say "use mines". However, in German offensive situations, mines are an excellent counter to blitz. I would have preferred a small adjustment over a massive change. Sure, butthurt would still exist when blitzing tanks completely strafe turretless soviet tanks/slow turreted tanks, but i feel more butthurt when i am sniping a tank/flanking a tank when it suddenly reverses away at super high speeds. Offensive tactic, not defensive. If a german tank took a u-turn to drive away, it is still vulnerable to a few more AP shots. |
I'm so tired of seeing the "this is how *insert Relic employee name here* intended for it to be" argument. Guess what, if it decreases the quality of gameplay it doesn't become ok because HURR Relic intended it to be that way. For example PQ said something like now PGrens are supposed to be a defensive unit against charging Soviet troops, but most high level players would agree they were a much better unit in an offensive flanking role.
Blitz was a necessary change. Panzergrenadiers armor nerf was not. Blitz is its own category as it was easily abusable and threw planning and tactics out the window. I do not know what happened with panzergrenadiers, but they are meant to enter close conditions, and they die way too fast to do their job now. I fail to find a use for them outside of upgrading to panzerschrecks for use in combined arms. LMG grens are better for the cost when it comes to close combat infantry shootouts... So blame Relic. The change of blitz improved the quality of gameplay, if you hadnt seen the new match faction percentages. |
I was right behind it. If it cant at least stay with a tank its right behind there is no real use for it.You say thats not what is for as if it was designed to be this way. Blitz was designed to make tanks go faster period. And then it got nerfed. Its was blitz since coh1. And then in coh2 its not blitz. It's push this button to dump munitions.So again this argument that it was broken and now its what it was supposed to be is crap. It wasn't designed to be useless it was just nerfed that way.
It is an in-game Tiger anyways. You shouldn't expect that thing to trail anything, even though IRL it is faster than a KV-8. Having it back the way it was would return the problem of mindless blitzing out of fights where the tank should die, and instant super speed would make flanking require little thought. Just have to get used to normal tank speeds, i suppose. CoH2 is also very different than vCoH. I would refrain from trying to compare the two, because one can easily just quit CoH2 and just play basic CoH, and that is not an excuse that can be used as an argument. The current objective of blitz is to terminate speed reductions caused by terrain, and this is rather helpful in certain situations like mud... which we all hate and is on practically one map (not my fault its purpose isn't widely available). More thought needs to be put on how it should be used, and not from us. |
I guess people haven't heard of stealth. I voted yes, because i can always sneak a tank around and get some point on the artillery. Risking a tank for an artillery piece seems like a proper trade. Currently, it is just a press of munitions and 600 mp is gone. Off-map artillery should not exist unless it is territorial, and on-map artillery needs to be expanded upon. I just dont see the use of artillery except small area denial. 600 mp cannot die any easier. |
Thread: ISU-15229 Apr 2014, 02:21 AM
The fact that the ISU can potentially be flanked and overwhelmed has no bearing on the fact that it is too strong against both infantry and armor for its extreme range. Squad wipes should be reduced across the board, but the ISU is simply game-breaking in its current state.
The ISU does have the weakness of flanking, but if it scans for anything in front of it, it will most likely kill in one-two shots if it is infantry, and in a few shots, sometimes less, if it is a tank. That is pretty worrisome... However, i do not think squad wipes everywhere should be reduced. Incompetent micro and suicide runs need to be penalized so the player knows not to attempt them. You shouldn't be able to do anything you want with your squad and get away with it. You shouldnt keep infantry around AI tanks, too, which is the main point of AI tanks. However, i think there should be some consistencies with flame weapons. Flame halftrack is pretty skimpy for 120 munitions, yet I always see excellent use of it in SNF and streams... , but maybe a small price reduction would suffice, maybe 80 munitions. It isn't like FHT's are spammable, they would bite you later in the game when you do need the munitions for something else. Anyways, consistent flames also would keep the KV-8 from randomly setting entire squads on fire within a short burst. I still do not understand why people send infantry at KV-8's , and not their tanks, I guess i will never know. Flames just act funny, and are entirely RNG dependent, and that is why it looks like the KV-8 overperforms and the FHT underperforms. |
Blitz doesn't increase speed anymore. It is your fault for having your Panther out of position. I know tank positioning is new to German players but now you can't just go kart all over the battlefield using your Panther to cover your entire army.
A KV-8 is supposed to be slower than a Tiger IRL, the main problem is that somehow KV's are faster than Tigers in this game; they are faster by a few tenths. Blitz is doing what it is supposed to be doing, however. |
I spent the last game chasing a kv8 with a tiger and couldn't catch it even with blitz, as it roasted the rest of my army. Blitz is useless might as well give vet 1 a fireworks display or parade confetti.Blitz does not work great it is horrible. Paying precious munitions for that split second of acceleration hardly helps you get anywhere quicker, which is no blitz at all. At least rename the ability to "not blitz".
That is not what blitz is for anymore. |
Thread: ISU-15226 Apr 2014, 06:35 AM
Have they given it medium like mobility then? Last time I checked its still pretty slow and can be flanked easily.
No, but an AT gun at each side of it makes it impossible to flank. I have no problem with the ISU, but it is now going to be whined about as much as the elefant. |