It's somewhat of a crap situation atm. Arty is insanely powerful when there are no counters but as soon as there is a counter there is pretty much no point in building it.
Any solution needs to address not only the power of arty pieces but also how easily some commanders hard counter them.
Profile of Cabreza
Post History of Cabreza
Thread: Howitzer play and counterplay22 Aug 2015, 16:01 PM
In: COH2 Balance |
Thread: Sturmtiger poll22 Aug 2015, 01:44 AM
I don't know about anyone here but the whole shoot through objects had to be implimented because the sturm's shell would hit tiny things and instantly expload, both rendered it a useless crap because it hit a wagon inches in it's face, and wiping out all your own units doing so, unable to connect to the target points, Cruzz recently confirmed that it's possible to design a unit that can shoot through objects and cover while being unable to shoot through shot blockers such as houses. The sturmtiger obviously needs to still be able to shoot through objects so it can hit its target but the ability to shoot through houses and trees is too much and must go. If you think loosing full rifle squads is bad wait until you start loosing full 5-man tommy squads to it. In: COH2 Balance |
Thread: Why do you use tier 1 as soviets22 Aug 2015, 00:13 AM
I'll use T1 on larger maps if I'm facing OKW and want to put some early pressure on. It only takes 3 sachel charges to take out a med truck so early penals in an M3 can be surprisingly effective at crippling OKW. The biggest problem with T1 is a total lack of AT which means you're forced to tech T2 if your opponent has kept their fuel. I haven't been able to make T1 -> T3 work unless you deny your opponent fuel for a decent portion of the early game. I kind of wish there was more incentive to build T1 since right now T2 is simply a much safer choice most games. In: COH2 Gameplay |
Thread: USF and potential suggestions for its Design21 Aug 2015, 23:57 PM
Outside of rifleman scaling the biggest problem I see USF facing is a lack of opening diversity. There is no alternative to rifle/RE spam. Furthermore the lack of an early mortar and a tech structure that forces USF to choose between the LT and Captain and by extension choose between an MG or an AT gun makes combined arms (which apparently USF are supposed to be great at according to relic) generally impossible. If I could make some fantasy changes it would be something along the lines of this: Decouple LT/Captain/Major from tech tiers. Make each unit build-able from their respective tier and give each an aura bonus, better abilities, or better combat capacity so that it is actually desirable to build officers. HQ: RE Rifleman Ambulance (Fix popcap/speed issues) Add a "mechanized supply lines" upgrade to the HQ that decreases the reinforcement cost and pop cap of Rifles/weapon teams LT: M2 machine gun (5-man squad with appropriate reinforcement cost) AT Gun (5-man squad with appropriate reinforcement cost) M1 Mortar M20 Utility Car LT tier is build-able right from the start of a match and provides USF a combined arms option. Captain: Pak Howie (Redesigned to be barrage based and function like light rocket arty) M15 AA HT M5 Stuart Captain tier requires LT tier be built and arrives around the same time soviet T3 does. Major: M4A3 Sherman M8 Scott HMC M36 Jackson Major tier requires captain tier be built and arrives slightly earlier than it does now. Add a "76mm barrel" upgrade to the Major Tier that gives all Sherman tanks a 76mm barrel (similar to lend lease) in exchange for removing the ability to use HE shells. In: Lobby |
Thread: Weapons Teams & Reinforcement Costs21 Aug 2015, 12:44 PM
Whoops, double post. In: COH2 Balance |
Thread: Weapons Teams & Reinforcement Costs21 Aug 2015, 12:38 PM
On a more serious note, if maxims/82mm mortars count as 60mp, 81mm mortars count as 64mp, and MG42s count as 84mp (cheers for the cost increase not affecting model cost) then what would an appropriate cost be for the USF .50? If we are to follow weapon crew pricing and especially the price of the MG42 as a guideline then it's safe to assume a 280mp squad has the single most expensive mg in the game. In: COH2 Balance |
Thread: 3 USF 1 Soviet vs 2 Ober 2 Ostheer = Satanic Riflemen Spam20 Aug 2015, 07:03 AM
Go to User/Documents/my games/Company of Heroes 2/playback The last replay will be titled "temp". Rename it and then go to coh2.org and select "upload replay" under the replays section. I hope you beat the USF players, that many rifles is asking to loose. In: Lobby |
Thread: Soviet BS-3 Anti-Tank Gun19 Aug 2015, 23:01 PM
That's kind of the same dynamic the Pak43 faces with Katys. That doesn't make the Pak43 useless. In: COH2 Gameplay |
Thread: Soviet BS-3 Anti-Tank Gun19 Aug 2015, 10:28 AM
I'd say, make B-4 worse version of a Pak43 (slower reload, rotation, no shooting through evertything) with vet ability to use it as a barrage casue currently it's useless. That is a very fascinating idea. In: COH2 Gameplay |
Thread: How to deal with blobs15 Aug 2015, 21:16 PM
Yea, I just checked that as well. I'd say the damage drop off at range is what needs fixing not the damage of the MG in general. In: COH2 Balance |
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Latest replays uploaded by Cabreza
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VS~TAB~ Cabreza King G V ~TAB~ Khemrian Warsphinx tsubaki.yuki980omarbet4nzos Word so big Daming's dog 5105336203x Air Supremacyby: Cabreza map: Unknown1-382
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VS~TAB~ King G V ~TAB~ Xazax ~TAB~ Cabreza ~TAB~ Rasco400Nickxb Gengeta Pattons3rdNipple loupblanc85Soviet CAS Too Stronkby: Cabreza map: Lazenrath Ambush3-1,699
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VSRobocopHighlander sturmtiger44 ~TAB~ GBPirate~TAB~ maskedmonkey2 ~TAB~ Cabreza ~TAB~ Choccy StarfishTAB vs Lemberg Fall 1944by: Cabreza map: Unknown2-1,149
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VS~TAB~ Choccy Starfish Reliq ~TAB~ the_red_bear ~TAB~ CabrezaKeigo CNcat CPU - Hard(Xitler II ) lPzAbtl ?9uBJKTAB vs Rostovby: Cabreza map: Faceoff at Rostov1-1,185
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VSGi J0E ~TAB~ Xazax ~TAB~ GBPirate ~TAB~ Choccy Starfish~TAB~ EffenNewbie ~TAB~ Cabreza ~TAB~ Napalm RiffzBearritoTAB vs TAB Close Match on Steppesby: Cabreza map: Steppes5-1,341
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