I like how jaigen constantly babbles about how he plays "at a high level" constantly pisses on everyone who doesn't play 1v1, talks bullshit about "how it doesnt work vs good players" yet refuses to show his playercard...
Infact, most balance threads just seem to revolve into jaigen and alexandzvar vs katitof flame wars.
It's a good thing doesn't listen to any of this useless rambling. Or else the game would be in utter shambles. It's easy to yell BAD DESIGN and then suggest something retarded beyond comprehension.
Infact most arguements here aren't even arguements at all. It's simply stating random facts that make no sense and throwing these facts at each other.. |
coh 2 daed gaem |
Lol COH 1 meta was just as shitty and stale as coh 2 meta was.
COH 1 had an incredibly shitty metagame through out most if its lifetime.
Infact IMO coh 2 is better in this atspect.
coh 1 meta is still pretty boring. Go play coh 1 again and you will see what im talking about. |
KEK. The best part about the StuG having crap armor in CoH2 is that it had pretty damn good armor in reality. From Mein Soon(tm) to be Release Mod ))) (Yes, it's for the StuG IV, but from the front and directly astern it's the same layout and thickness as the StuG III Ausf G.
〈〈 Sd Kfz 167 StuG IV (a.k.a. Sturmgeschütz IV) 〉〉
Country of Origin & Manufacturer:
Handling:
Weight: 23.5 tonnes
Engine: Maybach V12 gasoline HL 120 TRM, water-cooled, inline
Horsepower: 300 hp (220 kW) at 2,500 rpm
Fuel Capacity: 660 litres (175 U.S. gallons) of 80 octane fuel
Range (Maximum): 210 km (130 miles )
Range (Combat Radius): 105 km (65 miles)
Transmission: Manual; syncromesh; 7 speed (6 Fwd, 1 Rv)
Suspension: Leaf Spring Suspension
Top speed (road): 38.624 km/h (24 mp/h; 10.729 m/s)
appropriate gear/total: 6/6
0 to speed time: 55 s (0.199)
deceleration time: 5 s (-4.8)
Top speed (cross-country): 14.484 km/h (9 mp/h; 4.023 m/s)
appropriate gear/total: 4/6
0 to speed time: 3 s (1.341)
deceleration time: 3 s (-1.341)
Top speed (rough terrain): 6.437 km/h (4 mp/h; 1.788 m/s)
appropriate gear/total: 2/5
0 to speed time: 1 s
deceleration time: 1.5 s
Top speed (reverse): 6.437 km/h (4 mp/h; 1.788 m/s)
appropriate gear/total: -1/5
0 to speed time: 1 s (1.788)
deceleration time: 1 s (-1.788)
Minimum 360 º pivot time (chassis): 15.25 s
Turret rotation rate: 14 º/s
Gun settle time (moving to stopped): 2 s
Collective field of view (crew cabin/vision slits): 120 º
Commander's copula: Yes
Field of view (main gun sight): 8 º (5x magnification yields 1000 m eff. spotting range)
Sights: Fixed ' + ', not adjustable for range
Armament & Ammunition Load: 1x 7.5 cm StuK 40 L/48 (63 rds), 1x MG 34 (panzerlauf) (4,750 rds)
Crew Count: 4 (Driver, Gunner, Loader, Commander)
Generated HP: 220 = 55 x 4
Cost (in-game):
Armor:
Type: Rolled homogeneous
Front: 77.142 mm = 56.875 mm ÷ cos(42.5)
80 mm + 80 mm + 30 mm + 80 mm + 75 mm + 30 mm + 30 mm + 50 mm = 455 mm
455 mm ÷ 8 = [ 56.875 mm ]
19 º + 50 º + 86 º + 11 º + 55 º + 69 º + 50 º + 0 º = 340 º
340 º ÷ 8 = [ 42.5 º ]
Rear: 37.138 mm = 32.571 mm ÷ cos(28.714) ---> 1.41
23 mm + 30 mm + 30 mm + 30 mm + 30 mm + 30 mm + 55 mm = 228 mm
228 mm ÷ 7 = [ 32.571 mm ]
67 º + 0 º + 15 º + 42 º + 77 º + 0 º + 0 º = 201 º
201 º ÷ 7 = [ 28.714 º ]
Front, hull down: 69.736 mm = 49.167 mm ÷ cos(45.167) ---> received pen 1.106, received accuracy 0.333, received damage 0.333
30 mm + 80 mm + 75 mm + 30 mm + 30 mm + 50 mm = 295 mm
295 mm ÷ 6 = [ 49.167 mm ]
86 º + 11 º + 55 º + 69 º + 50 º + 0 º = 271 º
271 º ÷ 6 = [ 45.167 º ]
Armor type/modifiers: tp_ge_sd_kfz_167
HP generated by armor thickness (front): 771.42 = 77.142 x 10
HP generated by armor thickness (rear): 371.38 = 37.138 x 10
Net HP: 3202.58
771.42 + 371.38 + 220 = 1362.8
1362.8 x 2.35 = [ 3202.58 ]
EDIT EDIT: And yes, this is basically OT but at this point I've just given up and accepted that the base game SUCKS and that mods are the way of the future.
I do thing that the armor stats for the STUG III and PIV need to be swapped. Stug gets 180 frontal armor, PIV gets 140. PIV could get more penetration. Which would do two things, make PIV vs t-34/76 more equally matched but make PIV alot better vs heavy tanks and everything else.
This would infact be realistic and i think more balanced. |
In broad strokes yes, it means something. There is a very, very good chance that a rank 100 player is better than a rank 1000 player. On the other hand, there is a far lesser chance that a rank 10 player is better than a rank 100 player. The rank 10 player is still probably better, but at the tops of ladders it's generally more about how many games you play and less about your raw talent, especially in a game like CoH2 where the playerbase is tiny and there's a very small chance of a good player meeting someone as good as or better than him in an automatch game.
Unfortunately, the truth, regardless of rankings or ladders or whatever, is that the vast majority of players really have no idea what they're talking about when it comes to the nuances of balance. When you're at a level where it's hard to differentiate between player error and balance flaws, your opinion is going to be less relevant than that of a player who is at a level where those issues actually affect games more heavily, and where players have less potential to be upwardly mobile skill-wise.
Players with a greater understanding of the game, and who therefore have achieved greater success against others, are necessarily going to be listened to most closely than players with less knowledge and less success. That's just a fact of life. As for ladders, while they don't provide a complete picture of player skill, they are definitely useful so long as you have an understanding of their shortcomings and know what they represent.
I don't know. Whenever i watch a replay of top 10 players and top 100 ish players i notice a huge difference in micro and general play skill. |
The ml-20 is just simply a mediocre unit. It's not a good unit like B4 or shocks, and not a bad unit like the su-76.
It's just one of those units that are decent but call ins are a better choice most of the time. |
I highly advise building a PC yourself. It might sound scary but it's really pretty simple to do. And you can do it pretty cheaply.
That said that PC you linked is pretty good for the price. Especially considering it is a pre-built one.
Does it state what PSU it has though? Pre-built pcs like to skimp out on that one and that can result in your PC exploding |
I remember when pgrens could easily beat 2x cons and shrecked pgrens would still easily beat a con squad.
Shit was so annoying. |
Let me get that straight.
Stuka(100f)+Puma(70f)+Flakht(55f)+tech(0f; due to 40 starting fuel) = 225f
So OKW needs 225f for these units in the first 8minutes (you said flak 5-6min,puma and stuka at 8min)
Thats 28.125f/min on average - so it needs more fuel later due to having less income naturally at the start of the game. BTW: 28 unadjusted fuel are 42 adjusted fuel. When your opponent gets 42,42 (or OKW 28.125f)/minute you hopelessly fked up the early and can aswell call it gg. As you already said OKW has less map control so its more likely not to happen.
Sorry you misunderstood me. I said one of these units at this time, not all 3.... |
Now, flak HT does indeed soft counter the M3, but also well microed cons with at nades and M3 with gaurds can kill it, so it's not very one sided.
But another thing people forget to mention that if you buy M3, it "forces" (not really) a mechanized regiment HQ from OKW. This is already a win, since you delay their shwerer panzer HQ, and obersoldaten, giving you more time for your conscripts and gaurds to dominate the early game OKW infantry. |