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russian armor

ISU 152, Jagd and Ferdinand. Why don't they share range.

9 Mar 2017, 19:55 PM
#21
avatar of Waegukin

Posts: 609

The only things the ISU needs is a buff for their AT shells (pen or deflect) and adding some arc to the concrete piercing rounds so they don't hit ground all the time.
9 Mar 2017, 22:13 PM
#22
avatar of Frost

Posts: 1024 | Subs: 1

How about we remove ISU-152, Jagd Tiger, and Elefant from the game instead? They are all cancer units.


gj with countering comets without shwerer panzerjagers and heavy at guns
10 Mar 2017, 05:52 AM
#23
avatar of What Doth Life?!
Patrion 27

Posts: 1664

jump backJump back to quoted post9 Mar 2017, 22:13 PMFrost


gj with countering comets without shwerer panzerjagers and heavy at guns


Comet nerfs go without saying. They are an absolute no-brainer despite being out of scope.
11 Mar 2017, 18:30 PM
#24
avatar of Garrett

Posts: 309 | Subs: 1



Jagd still being the one range king is a silly concept. SO there's still plenty to discuss here :)



But you have to consider that the JT is technically the most expensive tank, since OKW gets less fuel and cannot build caches. The ISU is pretty good where it is atm, we dont want to get back to the old times, where an ISU on the field meant gg.
11 Mar 2017, 19:03 PM
#25
avatar of __deleted__

Posts: 4314 | Subs: 7

How about we remove ISU-152, Jagd Tiger, and Elefant from the game instead? They are all cancer units.


Then also remove Sh*t tiger and AVRE
11 Mar 2017, 19:27 PM
#26
avatar of What Doth Life?!
Patrion 27

Posts: 1664



Then also remove Sh*t tiger and AVRE


Fine by me.
11 Mar 2017, 20:42 PM
#27
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1



Then also remove Sh*t tiger and AVRE


OH MY GOD!
Yes, so much yes, all of those units are just "unfun" to play against.
11 Mar 2017, 20:47 PM
#28
avatar of strafniki

Posts: 558 | Subs: 1

jump backJump back to quoted post11 Mar 2017, 18:30 PMGarrett


...since OKW gets less fuel and cannot build caches.


okw gets less fuel? maybe 1 1/2 years ago..
11 Mar 2017, 21:29 PM
#29
avatar of DonnieChan

Posts: 2260 | Subs: 1



OH MY GOD!
Yes, so much yes, all of those units are just "unfun" to play against.


do that to mortar pit, comet and snipers too, when you're at it
11 Mar 2017, 21:37 PM
#30
avatar of Garrett

Posts: 309 | Subs: 1



okw gets less fuel? maybe 1 1/2 years ago..


Excuse me, I did not express myself adequately. What I meant is that OKW - most of the times - gets a lesser fuel income than the other factions because of the lack of caches. Especially in team games you see lots of those things, especially on allied side.
11 Mar 2017, 22:03 PM
#31
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1



do that to mortar pit, comet and snipers too, when you're at it


the Wehr Sniper is fine in WBP with the more expensive delayed 222 to protect it from vehicles diving it.
As for the other thing...
#RemoveBrits
12 Mar 2017, 20:07 PM
#32
avatar of rein001

Posts: 87

I would like to get rit of the splitted he-ap shells on the ISU too. Switching those rounds is just annoying and takes so much time..



this , it dosent fit in with coh2 game mechanis ..i think best is just do make it with 1 shell all around good dmg, like king tiger
13 Mar 2017, 15:50 PM
#33
avatar of Mirdarion

Posts: 283

jump backJump back to quoted post12 Mar 2017, 20:07 PMrein001



this , it dosent fit in with coh2 game mechanis ..i think best is just do make it with 1 shell all around good dmg, like king tiger


We already had that, and it didn't work out. And basically every derivation from that idea led to different problems - either the ISU was underperforming against infantry due to its slow reload, or it was overperforming against vehicles due to its fast reload. Or the other way around.

It's the good old problem of generalist units vs. specialised units all over again, and there still is no adequate solution short of turning the unit in question into a specialised unit by reworking it - which of course destroys any kind of unique mechanics or strategies the unit may have offered previously.

There is of course an additional problem with the ISU: If it is turned into a really decent tank destroyer, especially Ostheer will have trouble working against it - there are no tanks on the Axis side that are either disposable (i.e. cheap) or mobile (accuracy penalty on the move) to make a push from the flanks feasible. Allied factions can do that, because they can either simply replace their tanks or have a decent enough chance to get out alive, but neither the Ostheer Panzer IV or Panther can make the same argument.
13 Mar 2017, 16:22 PM
#34
avatar of Aradan

Posts: 1003

jump backJump back to quoted post11 Mar 2017, 21:37 PMGarrett


Excuse me, I did not express myself adequately. What I meant is that OKW - most of the times - gets a lesser fuel income than the other factions because of the lack of caches. Especially in team games you see lots of those things, especially on allied side.


In team games, you get fuel from team caches also. Plus you can salvage wreck.
Problem only if all team play OKW. ;)
14 Mar 2017, 01:23 AM
#35
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post11 Mar 2017, 21:37 PMGarrett


Excuse me, I did not express myself adequately. What I meant is that OKW - most of the times - gets a lesser fuel income than the other factions because of the lack of caches. Especially in team games you see lots of those things, especially on allied side.

Well especially on 3v3+ the whole map usually eventually gets filled with caches, but most of the time allies are more manpower-stricken in my experience. Although this might be due to the fact that when I play okw I play aggressive like allies and try to bleed them as much as I can, since it's annoying as hell as allies to have that done to you (and I'm tbh mostly an allies player). It did also sound like you were saying okw still got that reduced fuel income, but that's just a simple misunderstanding.

Okw does also get to salvage their own kubelspam and other people's shitty team weapon spam, as stated above.
14 Mar 2017, 03:12 AM
#36
avatar of __deleted__

Posts: 236

Remember when ele had 100 range those were the days
14 Mar 2017, 04:01 AM
#37
avatar of __deleted__

Posts: 1225

Ferdi is a total non issue, JT is a meme with severe drawbacks, and even the ISU is ok nowadays...
There are much worse things in this game. Such as the British faction....
14 Mar 2017, 07:48 AM
#38
avatar of Esxile

Posts: 3600 | Subs: 1

Ferdi is a total non issue, JT is a meme with severe drawbacks, and even the ISU is ok nowadays...
There are much worse things in this game. Such as the British faction....


Brit faction is cancer or gives cancer, you can't get out with it.
nee
14 Mar 2017, 08:09 AM
#39
avatar of nee

Posts: 1216

If ISU-152 is going to get same range as Elefant then it needs to be just an AI vehicle. Allies already have enough long range AT options already, whereas the high cost of ISU should make it be good at wiping things like bunkers or HQ trucks protected by AT guns; as a generalist unit I end up using it in AI/ bunker busting role anyways.
14 Mar 2017, 19:50 PM
#40
avatar of Garrett

Posts: 309 | Subs: 1


Well especially on 3v3+ the whole map usually eventually gets filled with caches, but most of the time allies are more manpower-stricken in my experience. Although this might be due to the fact that when I play okw I play aggressive like allies and try to bleed them as much as I can, since it's annoying as hell as allies to have that done to you (and I'm tbh mostly an allies player). It did also sound like you were saying okw still got that reduced fuel income, but that's just a simple misunderstanding.

Okw does also get to salvage their own kubelspam and other people's shitty team weapon spam, as stated above.


Yes thats true, but in 2v2 - with the current state of Ost - two OKWs is not too surprising = no caches. For 3v3 and 4v4 I cant speak, but balance in those modi is broken anyways or at least totally different from 2v2s.
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