I haven't mentioned that the Brummbar is an indirect fire artillery unit so it can leverage that for additional survivability. Not always useful but its an option. Makes it harder to counter when you can't shoot at it with an ATG and when you have to risk a medium to 'attempt' to dislodge it.
If I haven't made the point already, having Panther level armour means a single ATG and meds are not an effective counter. Leaving only ATGs which a single one is not effectively able to counter it, meaning double the MP investment in ATGs needed to counter the Brummbar.
While it may be 'balanced' when the Allies player can get their TD(s) out, it is not timing balanced because a resource advantaged Ost player can get it before any Allied TDs or mediums hit the field. Then the Brummbar player can play with a significant MP advantage because of the bleed from the Brummbar and the 2x ATGs needed to counter it.
Hence why I think a -armour nerf or mobility nerf could be good.
Its kind of crazy how a Pz4 variant has Panther level of armour yet dozer blade Shermans somehow need a nerf.
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Thread: 105mm Sherman and Brummbar should be less durable2 Dec 2021, 00:30 AM
Thread: Thoughts on M18 Hellcat?1 Dec 2021, 02:02 AM
Feels like Coh2 M10. You use it to crush infantry with the added bonus of being able to tickle some cats.
Thread: 105mm Sherman and Brummbar should be less durable1 Dec 2021, 01:25 AM
30 Nov 2021, 22:56 PMGiaA
anyone posting balance takes 6 hours after release has immediately disqualified themselves
This is about the Coh2 Brummbar
I've also just noticed that it has 260 armour with a target size of 22 making it one of the most efficient armour/target size ratio vehicle out there. Its better than Tiger and the Easy 8. The only ones beating it are King Tiger, and super heavy tank destroyers. With vet 2, it gets better than the ISU-152.
I would like to hear the reason why the previous 260 to 240 armour nerf on the Brummbar was rolled back. Very rarely do patch changes get rolled back. That one would probably have been for the better. Its too durable and gets even more durable when vetted up.
Thread: E8 feels bad to use30 Nov 2021, 22:19 PM
and it can barely win a trade with a Pz4 or Stug
Thread: 105mm Sherman and Brummbar should be less durable30 Nov 2021, 22:00 PM
30 Nov 2021, 08:08 AMMMX
This goes back to my initial point: Brummbar is a snowballing vehicle. If only meds can counter it, there is no counter if the Ost player rushes Brummbar first with a resource advantage. Then it makes it harder to counter compared to similar vehicles and costs.
To illustrate my point better: Say Ost player gets resource advantage either through more points totaling more MP or both fuel points totaling for more fuel. Ost player gets Brummbar with resource advantage. 3 scenarios, either more fuel, more MP or both.
The opposing player has limited options to counter.
1. Get an 2x ATG which is already more MP than the Brummbar and would cost more because Brummbar bleeds MP as an AI unit. Its 640MP for UKF/Sov and 540MP for USF but because of the high armour Brummbar has, USF would end up having to use muni to counter which is not feasible when playing at a resource disadvantage.
2. Get a medium which doesn't counter the Brummbar as well because of high survivability. T-34, Cromwell, and Sherman AP don't do a good job of countering the Brummbar because of their slow shots and having no snare. Not to mention that Brummbar has high hp and high armour for a good bounce rate.
3. Get a TD which is the same cost as a Brummbar. Not possible at a resource disadvantage.
4. Get handheld AT. Not feasible for Soviets as they PTRS's are not enough to deal with the Brummbar because (again) of the high armour. Also not a good option because Brummbar is a AI unit which can counter this counter.
There is no better unit to snowball a resource advantage than the Brummbar and I hate it. I'd argue that part of the reason why German team games win rates are so high is because its easy to gain a resource advantage with MG42 early game and then snowball it with Brummbar.
I like that the Brummbar has a high skill cap because of its attack ground mechanic but its much too forgiving with its high survivability. The high survivability was probably fine when Ost didn't have access to the Panther but now I don't think its warranted.
Thread: 105mm Sherman and Brummbar should be less durable30 Nov 2021, 01:41 AM
These units only have to expose themselves for a briefly to do damage. I don't see why they should be as durable as they are. They should be weaker like the motor carriage because they have to expose themselves very briefly to cause a lot of damage. Cost can be adjusted to match.
Alternately a range decrease could be warranted as longer weapon ranges help the survivability of these units.
The high armour and high HP count means these units are more effective for their cost comparable to other dedicated AI/AA vehicles such as the flak panzer or centaur.
My main problem with Brummbar in team games is its a vehicle that can snowball Ost's resource advantage if given the opportunity. Tanks such as the Pz4 and Sherman can be pushed off easily with a single anti-tank gun (ATG) however the Brummbar is often times able to ignore a single ATG or TD which requires an investment of 2x ATGs/TD. This is especially noticeable with USF who has a worse off ATG. Any faction will bleed MP to invest into 2x ATGs in addition to the MP bleed that the Brummbar will do when on the field.
I think the +armour% should be removed from vet 2 also as having more survivability is very strong on this unit with high survivability. Also haven't mentioned that the ATG shield for green cover is less effective when using attack ground.
I'm not trying to say these units are OP but there are certain situations where this unit is uncounterable or at the very least, require a much higher resource requirement to counter which is usually not possible when playing behind.
Thread: CoH3 multiplayer alpha soon 29 Nov 2021, 20:33 PM
I wonder if the only release of 1v1 and 2v2 means 3v3 and 4v4 will have different patch notes? Or just unoptimized currently. Here's hoping big team games have different patch notes and changes.
Thread: Is there any difference between USF and Soviet mark target? 29 Nov 2021, 20:16 PM
There are 2 different mark targets in addition to the Soviet/USF ones.
I believe most (Mark Target) don't give vision in the form of a plane loiter but the USF one does. There are several Soviet mark targets that don't give vision but they do have some that give a loiter as well so its hard to differentiate.
For the difference, I like to call them Mark Target and Improved Mark Target. Normal mark target only has bonuses while improved mark target has a plane loiter vision ontop of bonuses.
In: COH2 Gameplay
Thread: What was old CoH2 infantry combat like?29 Nov 2021, 20:12 PM
28 Nov 2021, 02:18 AMEasy ♠
Who remembers blizzards on winter maps? Such a weird mechanic.
I don't remember it because those maps were permanently veto'd.
In: COH2 Gameplay
Thread: Can we revive Mechanized?15 Nov 2021, 06:03 AM
11 Nov 2021, 22:37 PMgeneral_gawain
Wow you said it really well.
I would prefer if Rapid Conscription and Relief Infantry was a small passive bonus instead of an activated ability based on how many units/models you lost. Really hard to use this ability well when you have to expect to lose infantry.
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