I am not sure how Stormtroopers mean anything here, but to enlighten, here is the DPS from the Attribute Editor. Cruzz's might be different, but the numbers are super drastically different that this cannot be trusted at all.
10/15/20/25/30/35
Shock Troops: 14.2/4.787/1.647/0.6225/0.1186
Stormtroopers: 18.6/7.1/2.44/0.71/0.11
Shocks are still niche, but I think they are in a decent spot.
Even vs Ostheer, Shocks had the issue with bleed as LMGs could focus them down and their CQC nature means they will be encountering those vehicles and eating lots of damage in the later stages of the game. Shocks also come with cost, population and only being able to tackle infantry at a specific range.
They have to do that specific job well given they compete with Guard doctrine who can tackles all threats to an extent without needing to close.
Profile of miragefla
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Email: zventrsyn(wmb)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
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Email: zventrsyn(wmb)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
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Post History of miragefla
Thread: did shock troops need the buff?13 Mar 2019, 03:27 AM
In: COH2 Balance |
Thread: Why has the USF regular sherman become so bad...2 Mar 2019, 18:34 PM
Anyone who says the Panzer IV for Ostheer is trash against infantry needs to adjust their perspective. The main gun may not hit all the time but it does well enough blasting models before the MGs are added. On the M4 75mm, you build it to support your forces by having a shield for TDs, a smoke launching platform for infantry, a unit that can chase away capping squads with potential to wipe, support in most pitched battles that do not include heavies or masses AT and be a unit that can threaten the flanks. Short, a versatile tank and it fits better as a first unit if you have ATGs or other things in place to fight off the first Panzer IV or medium tank from the opponent. Having a Jackson is nice but it’s only there for AT. In: COH2 Gameplay |
Thread: Discuss for the votes28 Feb 2019, 23:47 PM
There's the fact they get 30% increase in accuracy twice which makes Penals so lethal with anything they pick up. On the topic, we do have some ideas being formulated regarding some of the commanders. We might have details soon? I'd have to ask. In: Lobby |
Thread: Discuss for the votes28 Feb 2019, 00:45 AM
Stuff I've tossed around with Mp 40s in general for the artillery officer, Volks, and Assault Grenadiers are: -Better on the move capabilities than other SMGs -Bumping up only their mid-range DPS rather than short-range as currently Grease Guns blow them away so you can have somewhere to fight other SMGs to compensate for having the worst near DPS outside builder SMGs and Conscript PPsH. On Assault Grenadiers themselves, there was one idea of a six man squad after BP 2/3 who might make them stronger like Veteran Squad Leaders from Infantry. Other upgrades could just be raw stat boosts in the late game rather than weapon upgrades. I doubt their veterancy itself needs a massive rework as they would still get clubbed if you needed to bring new squads onto the field. I also had the dumb idea of Bundle Grenade Assault . Also no more StGs, we got enough of those. In: Lobby |
Thread: miragefla vs Paula14 Feb 2019, 03:39 AM
Apparently Paula popped on and this is what happened. In: Replays |
Thread: I think the comet tank is due for a buff.25 Jan 2019, 00:45 AM
The Comet could do with better hull machine guns and/or could have its AOE tuned to deal more damage on the outer regions but less in the center. General tank stuff. I think also giving the tank some reload veterancy, whether it be in exchange for something or added would be nice. Moving accuracy I'm just iffy on because it already as better than usual tank accuracy and a tank commander to boot. In: COH2 Balance |
Thread: Easy 8 Change Suggestions23 Jan 2019, 19:34 PM
Panzer IV: 125/115/110 E8: 200/165/155 Furthermore, E8 can actually survive another AT shot unlike the OKW PIV which is always at 640 vs 720. Anyways, E8's main issue is the commander is pretty meh. The tank can do good work, but the only thing really backing it up during its time frame is the WP barrage and maybe the odd flamer. In: Lobby |
Thread: Mainline infantry Doctrinal replacement22 Jan 2019, 19:11 PM
You could learn to play around the mechanics of each unit rather than trying to fight them as you would traditional mainline. Outside a few units that have already been noted, most of the call-ins have major weaknesses that can be exploited. Assault Engineers: Aside from the fact two squads can be called in rapidly and initial durability with 0.9 RA, they taper off heavily due to their short-range weapons with the flamer being the main thing to make them relevant later in the game. They have mines and utility, but they also lack proper snares and need to be pushed forward into the 10m mark to deal damage. MGs shut them down along with infantry with automatics, later in the game, who can start the engagement at range. Pathfinder: They will lose to most infantry unless they can maintain the fight at long-range and they need to be in cover due to their vulnerability to incoming fire. Yes, they are strong scouts, but you lose snares, front-line staying power, and the ability to actually attack a position due to their need to be stationary for their sniper rifles. Cavalry Riflemen: Short-range snare and short-range weapons. While they get smoke, they do not get traditional grenades and are a unit that will be focused down. Furthermore, they are a 1 CP unit and can actually be considered a mainline replacement. JLI: We know the issues with this unit. Once those issue are fixed, though, they can be rushed with vehicles. In: Lobby |
Thread: It'd be nice if IR pathfinders were 0cp too.15 Jan 2019, 18:35 PM
Gray hound could be turned into a doctrinal upgrade for m20. The units do not share the same model, even if they're on the same chassis in real life. In: COH2 Balance |
Thread: Usf Rifle Company15 Jan 2019, 18:23 PM
Rifle Company changes were also band-aid fixes more than anything. Ostheer units have the potent sprint, even before it was introduced into camouflage via Encirclement. Veteran Riflemen never got a rework and was outright removed which would have been a perfect squad leader upgrade like we have for Grenadiers at the cost of a weapon slot. As for what could be done off-the-bat, 'Flares' should be merged with 'Fired-Up' which should no longer have a de-buff. In: COH2 Gameplay |
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miragefla versus Sotajdor: When in Doubt, Build more Mediumsby: miragefla map: Crossroads2-1,081
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