
Profile of Rollo
Post History of Rollo
Thread: Sensible USF Changes 8 Jul 2015, 18:25 PM
Zooks should be bundled in with BAR's for the upgrade, but their actual performance and price is fine. In: COH2 Balance |
Thread: USF superglue on tanks7 Jul 2015, 19:48 PM
Compared to other light tanks? Yes it's armour is good for a light vehicle, it has a good chance of taking on an Ostwind partially thanks to it. You can't really say the same for a T-70.
That's enough to bounce P4 and Puma shots, yes I would say the stock sherman has good armour. The E8 eats P4's for breakfast thanks to the extra armour and pen it has. We can talk about doctrinal units all day, but USF as a stock army only has the Sherman M4A3 for a medium tank. This means that USF has to rely on this tank for all their lategame potential. It is an indisputable fact that USF has the weakest lategame, mainly because they have to micro multiple mediums, each with only 640 HP maximum (yes, even the E8). Unfortunately the game does not really play out stock, if there was a world where Rifle/Infantry company did not exist this argument might be valid. USF lategame is extremely strong thanks to Sherman/1919/flamer spam and other doctrinal ability's. US tanks need repair critical because it is one of the few ways that they can curb the heavy losses that are apparent with such a micro heavy lategame. USF simply can't afford to pay for a new Sherman every 5 minutes with their heavy manpower bleed. If the ability gets fixed to not be bugged, you will have no reason to complain. Unless you think that an ability that takes 6 seconds to pull off is not enough time to wipe a crew with a repair debuff? Read the posts you are quoting, I never proposed removing superglue or vehicle crews from the game. But a 40/50 cost for an ability that can allow you a get out of jail free card is hardly that punishing on "USF lategame" In: COH2 Balance |
Thread: USF superglue on tanks7 Jul 2015, 19:22 PM
I'm still waiting to see an actual rebuttal for my argument that I addressed in reply to your post.
I don't need to prove anything here, I've made posts favouring soviets/USF if you take a single look down my post history. Or alternatively just take one look at my playercard.
Only Ost get smoke for tanks, and even then it's doctrinal unlike USF (even blitz was nerfed again a while back). Check your factional privilege. In: COH2 Balance |
Thread: USF superglue on tanks7 Jul 2015, 17:37 PM
Whats this,the 6th nerf allies thread youve made. I'm just pointing out unbalanced aspects when I see them, and it just so coincides USF still have many gimmicks that are either OP (Defensive stance, skill planes) or under priced abilities (Crit repair, demo charges) where as OKW have had most of their OP gimmicks nerfed into the ground since WFA release. USF tanks are complete paper,but yeah,lets take away the one survivability perk they have going for them. USF tanks (Stuart, Sherman, E-8, bulldozer) have pretty good armour, it's only the TD's that lack survivability. And even then you can launch smoke from a nearby sherman/rifle to cover their retreat. I would say American vehicles have the best survivability in the game, keeping USF vehicles alive is easy mode. I mean how often can you say you've had a vet 3 scout car or kubel reach the end of the game like an m20 can? In: COH2 Balance |
Thread: USF superglue on tanks7 Jul 2015, 16:56 PM
I think critical engine repair is way too cheap, 10 muni and 3 seconds allow you to repair the crit from a 50 muni mine and simply drive away scot free. I propose it should either cost 40-50 muni or take much longer to remove engine crits. In: COH2 Balance |
Thread: Barton vs Elite 11 Shermans + flamer blob6 Jul 2015, 15:19 PM
Maybe you just need to git good Barton ![]() In: Replays |
Thread: CAS Pin Strafe + Recon + Stuka Dive Bomb in Base6 Jul 2015, 10:53 AM
I'm pretty sure soviets and USF respectively have commanders that allow you to recon and nuke a retreat point. The only faction that doesn't is OKW In: COH2 Balance |
Thread: Pershing ? 5 Jul 2015, 21:11 PM
Oh the Irony in posters that lobbied so hard to nerf blitz in the KT/Tiger but are apparently just fine with a superglue heavy tank. In: Lobby |
Thread: Mentor Program 2015 - Mentee Sign-Ups4 Jul 2015, 19:54 PM
Steam Profile: playercard Ostheer: terrible OKW: even worse USF: N/A Soviets: N/A Your native language: English Proficiency in speaking English: Despite being a native speaker for some reason I cannot understand or type English Your Timezone in GMT: GMT +0 Do You Have a Mic?: Yes Allied or Axis, or Both?: Axis Any Other Request: Looking for big guys (For me), preferably top 100 to help me into axis 1vs1's. In: Mentoring |
Thread: OKW Strat for Semoisky, Semoisky winter and Stalingrad2 Jul 2015, 23:24 PM
Now this is something I've found works pretty well in 1's and 2's on close combat maps where your average allied player will just spam cons/flamer rifles and 50.cals on a map where your traditional Flak HT build just won't work. It relies on a few things, infiltration grenade spam, early aggression with the extra sturm and muni conversion for grenades/mines to drain your opponent as much as possible for those early squad wipes to allow you to outspam him. Build order should be Sturm, Volk, Volk, T2 (instantly pop muni conversion for mines/grenades), Volk, Volk, T1 in base for healing, Volk/Jaeger and from then on is basically whatever the situation requires (usually more AT and an Ostwind). Doctrine choice should either be Scavange for inf nades and the ostwind (as it saves on teching for luch and 4-5 shreks backed up by mines should deal with any Sherman/T-34) or Special operations which I've found much more useful in 2's thanks to the CPanther. Replay http://www.coh2.org/replay/36196/semoisky-okw-strat-replay In: OKW Strategies |
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