A single Schreck has a noticable impact during the light vehicle phase:
Hit 1 Schreck shot = need 1 less AT gun shot.
Hit 2 Schreck shots = need 2 less AT gun shots.
So it has a similar effect to getting a second AT gun, but you trade range for mobility. This being available to Battlegroup without requiring tech or investing into another squad will help keeping the Flak Truck safe from dives if you're willing to invest into it.
Of course its effectiveness drops off during the medium tank phase, but even then some extra AT doesn't hurt.
Edit: My bad, this is exactly what giaa said.
Profile of JibberJabberJobber
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Steam: 76561198090318538
Nationality: Netherlands
Timezone: Europe/Amsterdam
Broadcast: https://www.twitch.tv/jibberjabberjobber
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Post History of JibberJabberJobber
Thread: [Winter Balance Update] OKW Feedback2 Dec 2020, 21:50 PM
In: COH2 Balance |
Thread: Hold the ground2 Dec 2020, 18:00 PM
Thank you. If you can't find the issue while testing, keep an eye open in automatch and save the replay if you see it. In: Lobby |
Thread: When are Panzerfusiliers getting nerfed?2 Dec 2020, 17:47 PM
Why would nerfing the M3 against small arms fire be a good idea? I am confused. So it can be changed to survive a mine, get shared veterancy and get capping at vet 2. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback2 Dec 2020, 17:18 PM
Not necessarily, Dankhunter Cons would still have their niche, they('d) have: - Techless nade assault. - 3x PTRS vs 2x PTRS. - Camo in cover. - Vehicle detection in a 90 range radius for 30 seconds for 15 munitions. - No T1 requirement. And any improvement to Tank Hunter doc could be looked at in another patch anyway. In: COH2 Balance |
Thread: Hold the ground2 Dec 2020, 17:14 PM
the bug where the icon (or effect, unsure which) remains on sections even after the ability has long ended Does someone have an idea how this bug occurs / can be reproduced? And yes, the icon is tied to the effect itself, so it means squads have a permanent -20% RA buff. In: Lobby |
Thread: When are Panzerfusiliers getting nerfed?2 Dec 2020, 17:11 PM
Live: 200/(1/5.4) = 1080 eHP again small arms Preview patch: 240/(1/3.8) = 912 eHP again small arms Which translates to about 15.5% less survivability against small arms. In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback2 Dec 2020, 15:59 PM
Bad change imo. I understand the intention but this makes MedTruck way too convenient especially in conjunction with the earlier Ober, Hetzer and Ostwind timing. It also takes away decision making which is generally a bad thing imo. I feel like the obvious solution would be some kind of tech split (I'm too lazy to come up with the details atm). First part: agreed. Second part: making healing more accessible should be the main goal. MG34 could also work to increase early game variety. Earlier LeiG maybe if it's not too broken in bigger gamemodes. Main reason a Mechanized player would want to backtech to a LeiG in 1v1 is to counter FHQ, but they could also just chuck some flamenades into a building now. Would add some more worth to backteching to it though. Fausts might be a bit too much.
I thought the same first, but if non-mutually exclusive Schreck is the only big buff for Battlegroup-first strats it can actually work very nicely. OKW does need a midgame buff, which makes easier access to AT for Battlegroup and easier access to healing for Mechanized obvious directions. Anything more would be over the top. For Mechanized it would be very hard to fit it in on top of the med crates and weapon upgrades. I'd say, wait this change out and see how it goes.
I think the earlier Ostwind/Flamehetzer could work, but it's incompatible with the current Medic swap for Battlegroup. If Battlegroup had the same cost as in live, then it could be judged more fairly if any further adjustments have to be made, like making the base Schwerer a bit more expensive or moving some Flamehetzer performance behind vet. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback2 Dec 2020, 15:20 PM
I've thought about a similar approach myself and I agree it is a more wholesome solution to fix T1's AT problem. The PTRS upgrade for Penals always felt a bit shoehorned into T1. Balance wise, it would have a much greater impact than improving the PTRS upgrade on Penals. T1 would have access to more sandbags (and other utility) from the PTRS Conscripts. Penals would be able to focus fully on their AI role. Giving AT satchels to all Penals would also be a big (maybe unnecessary) change. T1 would be played very differently from now. It's an interesting idea that would definitely be worth testing, but it would require further finetuning like Vipper said. In: COH2 Balance |
Thread: T-34 rework2 Dec 2020, 11:34 AM
This unit is anything but underpowered. The problem is that the importance of 1v1 medium vs medium battles gets way overestimated a lot of the time. Mediums functioning as bruiser tanks fighting each other is quite rare because the vast majority of the time they are backed by double at guns. They mainly serve the purpose of mobile AI and potentially game ending pushes once you got critical mass (2-4) to flank the enemies at guns. In those two areas the T34 is exceptionally good. It's the most cost efficient medium in terms of AI by far and it's very easy to reach critical mass with it. This In: COH2 Balance |
Thread: More Intel bulletin stuff1 Dec 2020, 23:14 PM
They're well hidden, so keep looking. For example, there's also: - Rear Echelon bulletin nerfing cooldown. - M1 reload bulletin nerfing cooldown. - Molotov range bulletin stops applying at vet 2. We'Il try to fix any you can find that nerf units / get incorrectly applied / have hidden modifiers / have wrong description. Dead bulletins aren't a priority for now. In: COH2 Bugs |
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