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The Overwatch Problem

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15 Jan 2019, 10:34 AM
#121
avatar of Loxley

Posts: 223

Again something new learned, sturms are hardcounter to m3 and uc. :p

Edit: Maybe only later with schreck, before, m3 and uc will always kite.
15 Jan 2019, 10:37 AM
#122
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post15 Jan 2019, 10:34 AMLoxley
Again something new learned, sturms are hardcounter to m3 and uc. :p


Sturmpioneers counter M3 and UC just like Shocks in M3 counter Axis. Don't you know?
15 Jan 2019, 10:38 AM
#123
avatar of ullumulu

Posts: 2243

jump backJump back to quoted post15 Jan 2019, 10:34 AMLoxley
Again something new learned, sturms are hardcounter to m3 and uc. :p


only vs players who doesnt know to play with this cars. stpios are only good in really near combat vs them. means your enemy must stay 15sec in close combat to one stpio to lose it.
15 Jan 2019, 10:39 AM
#124
avatar of gbem

Posts: 1979

jump backJump back to quoted post15 Jan 2019, 10:34 AMLoxley
Again something new learned, sturms are hardcounter to m3 and uc. :p


double sturms* yeah on certain maps if done right? trois point* cough cough* it can and does hardcounter M3 play...

besides the idea is to use double sturms to hold off while your volks do the backhand capping delaying that strong M3 aggression for a minute or 2... maybe the term should have been soft counter but thats not the point...
15 Jan 2019, 15:02 PM
#125
avatar of Theodosios
Admin Red  Badge

Posts: 1554 | Subs: 7

Posts were invised due to excessive flaming. If you have to make a point then do not abuse it to spit fire against other users. Insults are really not necessary if you want to discuss properly.
15 Jan 2019, 19:24 PM
#126
avatar of Rubberluck

Posts: 44



Why do you construct scenarios that don't exist in game play? They prove nothing.



I just wish to see evidence that they "smash" penals at say 11 range as he contends.



Oh that is probably the case, but them being OP, doesnt mean they suddenly are able to win all possible engagements.


They beat Obers at range... they can be called in for an incredibly small MP cost... They dominate before light vehicles can hit the field. Any one of these by itself is problematic. All together it makes them broken. There's a reason so many rank nothing nobody's are climbing the ladder playing exclusively scavenge/overwatch. It's not because its fun, its because if you don't throw all your units, its a guaranteed win.
15 Jan 2019, 21:45 PM
#127
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2



They beat Obers at range... they can be called in for an incredibly small MP cost... They dominate before light vehicles can hit the field. Any one of these by itself is problematic. All together it makes them broken. There's a reason so many rank nothing nobody's are climbing the ladder playing exclusively scavenge/overwatch. It's not because its fun, its because if you don't throw all your units, its a guaranteed win.

If having "rank nothing nobody's" climb the ladder is an issue, then brits would be removed from the game. Anyway, you already have and have had a bunch of random people climb the ladder for certain factions solely playing certain builds, its not exclusive to overwatch (speaking of, I don't think you can really get convincing proof that this is the case). Finally, just because you don't know a player doesn't mean they're not good at the game.
15 Jan 2019, 22:05 PM
#128
avatar of gbem

Posts: 1979

JLI are the COH 2 equivalent of the zerg rush... once it gets nerfed OKW ranks will drop like flies...
15 Jan 2019, 22:46 PM
#129
avatar of Lago

Posts: 3260

The main problem with Jaegers is they've made a mainlineable unit that has massive advantages versus cover.

They've made a unit that essentially forces blobbing.

The 0.9 cover accuracy has to go unless these things are getting locked to the Schwerer Panzer Headquarters. I have every sympathy for the balance's team's position and the limited data they have to work with, but that change was a massive, massive mistake.
15 Jan 2019, 23:04 PM
#130
avatar of Princeps

Posts: 214

jump backJump back to quoted post15 Jan 2019, 22:46 PMLago
The main problem with Jaegers is they've made a mainlineable unit that has massive advantages versus cover.

They've made a unit that essentially forces blobbing.

The 0.9 cover accuracy has to go unless these things are getting locked to the Schwerer Panzer Headquarters. I have every sympathy for the balance's team's position and the limited data they have to work with, but that change was a massive, massive mistake.


Or u just go for an early vehicle and or any kind of arty...
15 Jan 2019, 23:07 PM
#131
avatar of Lago

Posts: 3260

If they're only meant to be countered by vehicles they shouldn't be CP1.

Forget Penals, these things beat dual BAR Riflemen in a range 20 green cover fight. They're an absolute farce as is.
15 Jan 2019, 23:18 PM
#132
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post15 Jan 2019, 22:46 PMLago
The main problem with Jaegers is they've made a mainlineable unit that has massive advantages versus cover.


Either of those things should not be a problem. The combination of them is. If you make it so that they can only be used to supplement Volks (1-2 squads of JLI max) by nerfing the cost and cooldown the spam will hopefully no longer be a problem. They need to have good AI performance because they have to compete with Obers. Take that away and you'll never see them again, like before the patch.
15 Jan 2019, 23:40 PM
#133
avatar of Lago

Posts: 3260

They need to have good AI performance because they have to compete with Obers. Take that away and you'll never see them again, like before the patch.


If they're meant to be an Obersoldaten equivalent then they should have Obersoldaten timing.
15 Jan 2019, 23:46 PM
#134
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post15 Jan 2019, 23:40 PMLago


If they're meant to be an Obersoldaten equivalent then they should have Obersoldaten timing.

Not really Obers come too late for what they are
15 Jan 2019, 23:48 PM
#135
avatar of Sander93

Posts: 3166 | Subs: 6

Plus the fact that they are not as good as Obersoldaten. Anyway my point wasn't that they directly compete with Obers 1:1 but that as a non-spammable AI specialist squad they would serve the same role as Obers (i.e. they compete for the role of AI specialist). And why would you go for them if they are not very good and Obers come just a bit later; which was exactly one of the reasons why they were never used before the patch.

If their current performance stays but cost goes up a bit, they will have a role as an alternative to Obers with the advantages of being able to field them earlier and easier into your army composition for a slightly lower cost, but with the disadvantage of being a bit worse in pure AI performance.
15 Jan 2019, 23:59 PM
#136
avatar of Lago

Posts: 3260

They were designed as a force multiplier unit: pretty trash on its own, but with strong utility, high LoS and they crits models other squads damage.

In that concept, a JLI squad is worse than a Volks squad on its own, but a JLI squad and a Volks squad is better than two Volks squads.

Right now they're cover-negating terminators competing with Advanced Emplacements for the most fun-sapping thing in the game award. These things beat LMG Paratroopers in a cover fight.

If they want them to be force multipliers, nerf the shit out of the other models in the squad so they do less damage than Volks do if on their own. The crit sniper stays as is.

If they want them to be elite AI infantry, remove the crit sniper. It does not belong on that sort of unit.
16 Jan 2019, 05:35 AM
#137
avatar of Premium_Hacker

Posts: 24

jump backJump back to quoted post15 Jan 2019, 02:35 AMgbem

this is a l2p issue... double sturms or rakaten openings can stop an M3 opening relatively quickly...


shocks are decent but not OP... ass engies are OP and need nerfs.... the brit sniper is complete crap... sim cities are counterable if you have half a brain... pathetic...


eh, shocks take barely no damage, and i was talking about the insane damage and accuracy on british infantry sections, sim cities are barely counterable due to the counter fire ability in the doctrine, anyone with half a brain would know that. And shocks are op, you just don't like things getting in your allied bias agenda.
16 Jan 2019, 07:48 AM
#138
avatar of gbem

Posts: 1979



eh, shocks take barely no damage,


They take HALF damage of normal infantry due to body armor... of course if youre the dumbass using panzergrens or stg volks which are midrange units you would get splattered...

Use a brummbar OKW p4 or git gud with your MG play since they cant sprint (important)



and i was talking about the insane damage and accuracy on british infantry sections,


Is this 2017 where infantry sections were actually borderline OP or are you soo dumb to not understand the definition of ukf has no mobile indirect fire and a low suppression mg?



sim cities are barely counterable due to the counter fire ability in the doctrine,


You get that one... advanced emplacements is a cancer that must be dealt with like JLI...


And shocks are op, you just don't like things getting in your allied bias agenda.


Playercard please?
16 Jan 2019, 07:56 AM
#139
avatar of Loxley

Posts: 223

jump backJump back to quoted post16 Jan 2019, 07:48 AMgbem


They take HALF damage of normal infantry due to body armor... of course if youre the dumbass using panzergrens or stg volks which are midrange units you would get splattered...

Use a brummbar OKW p4 or git gud with your MG play since they cant sprint (important)



He was talking about infantry vs infantry fight. It is like saying, use KV2 vs JLI...
16 Jan 2019, 07:58 AM
#140
avatar of gbem

Posts: 1979

Mg play works wonders against shocks... just get 1 per shock and ur usually good...
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