Can i ask what did they change at the Mechanized Company?
Nothing, but a stronger Jackson makes Withdraw and Refit a much more appealing option.
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Can i ask what did they change at the Mechanized Company?
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Penetration vs Armor value has them evenly matched, as it should be, because USF doesn't have anything better than the Sherman without Commanders.
USF only unit that can spot, without doctrines, is the M20.
Such a unit doesn't fit the USF Agressive playstyle, is why the M10 is usually superior in 1vs1, which you should know if you played it... Unless this is the playercard of your smurf account.
Just because I only play USF doesn't mean my input should be disregarded!
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DansGame sherman > p4 by a ton.
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Dont forget to fix this one too, it needs to be like the coh1 forward hq, it needs to be capable and it shouldnt be able to convert a building into a fhq if it is in enemy or disconected territory
https://www.coh2.org/replay/62481/urban-defense-soviet-commander-comand-post
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I like the Sherman more but in my experience it comes down to RNG, or who supports their tank better, getting caught when using HE rounds can give the PZ4 an advantage.
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If it comes down to RNG then the sherman is the clear winner in which is the better tank. It costs less, better AP and HE shells, non doctrinal smoke, crew repair, super glue, not to mention the bonus manpower gain from lower popcap + ability to cap while repairing. In addition has a significant advantage in accuracy debuff moving penalty. The p4 costs more and has more armor, that's it. Supporting your armor isn't determined by the tank but the player and faction.
There is plenty of ways to see where your opponets armor is in fog including engine noises, terrain being crushed and strategical thinking. Being caught out with HE loaded puts you at a disadvantage yes, but again you have smoke.
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Sherman has more utily as it's the USF lategame, they don't have a tier above to access anything more powerful than that, the changes to veterancy make the Crew get Superglue and their increased repair speed a lot slower too.
PZ4 is 10 MP and 15 fuel more expensive, but it has better veterancy due to it's skirts,Radio net is pretty decent ability when stacked.
they remain evenly matched all things considered as Wehr has better tools to support their PZ4 outside of repairs, which the Sherman needs because it doesn't bounce anything ever... Besides a PZ4 shot.USF team weapons are fairly competant. Howitzer is good, m81 is decent, m1 57mm is decent with sabot, and the 50 cal is great. We're talking about it comparing to a pz4, so that's good it bounces those shells. If it was bouncing panther shells we'd have a problem.
it's a skill placement. that can be both a benefit and detrimental.
That Smoke has a delay and has to be aimed, it isn't a Ninja Escape Smoke, it's better for supporting assaults.
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With the changes to Stug Penetration I have to ask will this effect stugs countering KV8's. I have come across a few KV8's lately and the stug hasn't alway penetrated. Not to sure on range although I wouldn't have describe every encounter as max range. I don't really think the stug should have to close the distance especially if KV8 is accompanied by 2 zis guns..
So will this match up change or am I expected to get a panther????
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If you don't want to risk closing the distance, accept that a few of your shots won't penetrate. The Stug still has enormous RoF and will still be very efficient for the cost.
If you want to take the KV8 down faster either get a 2nd Stug, or close the distance; or play defensively and let the KV8 close the distance. The KV-8 has a tiny range (25), and it's not like it can hurt your Stug in anyway.
I don't really think the stug should have to close the distance especially if KV8 is accompanied by 2 zis guns..
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Closing the distance with unturreted vehicles is pretty much the exact opposite of what you want to do with unturreted vehicles...
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