I'm not sure the panther need anything in fact. let me develop why.
The Panther is still great vs Soviet and USF. Some mentioned the issue with the Su-76, but this is an issue with the SU-76, not the panther.
Now the real issue lies with the Brit.
Let's remember that Coh2 is a RNG game. The panther design relies essentially on its armor. What is Armor? a better chance to bounce shots which is purely RNG.
So vs Soviet and USF, the match is mostly decided by RNG, will the M10/M36/SU-85 penetrate the frontal armor of the Panther? If yes, is the next one also going to penetrate etc... and From this expectation is build the balance of power between the Panther and its natural counters and targets.
The Panther doesn't really need a lot of life since it simply deflect 70% of the shot it is suppose to take (at max range). And in order to balance its superior armor, the panther has lower firepower which is perfectly fine if we stick to this balance logic.
Now comes the Brit.
First we must acknowledge that Brit don't have easy-to-use stock snares like the USF doesn't have easy-to-use stock mines.
So in order to balance this kind of lack of snare feature (stupid feature we all agree on that), Relic gave Brit really high penetration AT units. Atgun, Comets and Sherman FF have extremly high chance to penetrate frontally panthers. So as Brit if you can't snare your target you can at least deal to it a lot of damage.
And this is where the Panther's problem lies. Panthers and mainly Ostheer Panthers aren't mean to be penetrated every single round even at max range. they are mean to bounce majority of shots to be balance with they lack of firepower.
In opposition, Brit have been given extremly relisient units such as churchill. Low armor but a ton of life. Here again this goes against the usual design on which Panther is a central piece. Panther is use to face low/normak lifepool units with sometime aswell, a high armor value upon that (ISU-IS2).
If you start making the panther easier to access or better, Sov and USF will pay the high price. We all remember how games were unbalance late game when the panther was too good.
Today it is unbalance but because of the Brit. So my opinion is to bring Brit into the same design as other factions. Maybe give them an easy-to-use stock snare and reduce its AT firepower.
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Thread: Your wishes for the Panther20 Feb 2017, 12:44 PM
In: COH2 Balance |
Thread: Tips for HMGs gameplay.20 Feb 2017, 10:31 AM
How do you manage your HMGs ingame. Depending on the faction you are playing the HMG has crucial role in your strategy. I would like to share my vision, how I manage them and why and would like your tips to improve my own skills, to see if I miss something. There are two types of HMGs in my opinion, those used aggressively and those used defensively. My vision of HMGs roles is the following: Aggressive HMGs = Maxim, DHSK and .50 Defensive HMGs = .42, .34, Vickers Please do not deviate the topic on which ones are good, which ones are crap, this is irrelevant here. the question isn't if they perform enough well in your opinion but how to make them perform better in your hands. As I mainly play Ostheer and USF, my comments will be focused on the HMG42 and .50 but many tips can be share for any HMG playstyle. TIPS for HMGs gameplay There are 3 different commands allowing you to use your HMG, each having different result in your HMG behavior. Each of those commands should be use appropriately in regards of the situation your are facing
Those are the 3 different commands used to manage HMGs in game. As each of them result in a different behavior, each of them must be used accordingly to the situation faced in game. Before going into those situations, some Tips to use HMGs: If you decide to use HMG and this is more true for Ostheer play, you have to consider your HMG as the backbone of your army. Where your HMG is facing is where your army is facing = where is the center of attention. Your HMG isn't there to protect your flank because at the moment you redeploy your HMG to cover it (the flank), this direction becomes the main direction and the rest of the map, your flank. This is something I still have a lot to improve in myself but looking at the battlefield with this idea in mind helps a lot to take the right decisions at the right times.
When and Which command to use in situation. As I stated before, Pre-define setup command should only be used on really specific occasions and locations. And most of them is to protect a side point, on the edge of the map, from capping. The map edge offers a great anti-flank protection. It will force your opponent to come with a vehicle or a greater force to deal with it since he cannot really flank you. So let's leave this command here as it has little value when considering the HMG has backbone of your army. This leave us with A-Move and M-Move commands to manage your HMGs in 99% of cases. Now when it is better to use A-Move and M-Move is what I'll try to describe below. I though a lot about when should I use A-Move and when should I use M-Move command and most of situation are almost equal. To be honest it is more a question of skill than situation. Yes it requires more skill to use M-Move than A-Move command, more skills and more APM since you'll have to micro more your HMG to make it attack where and when you want. But it also provide you much more control on your unit. To develop a bit this idea, let me share you one of the biggest cons A-Move have over M-Move, both commands has this cons but A-Move is much more impacted has it gives you little room to react. Letting your HMG auto-deploying has a great cons, and this cons is about where does the HMG face when un-deployed (aka where the HMG carrier model is facing). If the first enemy unit in sigh is at the edge of the virtual cone of fire of your HMG, it will deploy but your enemy will only have to move a bit left of right to get out of the cone and flank you. One other situation which is even worst is the enemy flanking unit comes in range of your HMG, your HMG deploy to face it and turns its back to your enemy main force. Obviously the quicker your HMG deploy the less reaction time you have to avoid this situation. It happens more than often that your HMG auto-deploy in the almost-wrong direction forcing you to unpack and repack, losing precious time and maybe having to instant-retreat since your cannot stop your opponent army anymore. To avoid those situations, make sure your HMG carrier is facing the general direction from where your enemy comes, make sure your HMG is well supported with spotters on its flank so you can control your HMG and avoid unnecessary auto-deploy. So of course M-Move share this cons, but the HMG will only deploy if it is attacked which give you more time to react here again if you have spotters. Another cons A-Move has over M-Move is the effective zone of fire. As we know A-Move make your HMG deploy automatically when an enemy enter in range. But is it really what you want? If your enemy isn't blobbing (or blobbing intelligently), he may have 1 unit in front of the others, all fighting vs your units. But using A-Move your HMG will only suppress the first one in range leaving the other free of their movement. A-Move offer great automation but those can be used against you. In Conclusion using A-Move or M-Move is, in my opinion, mostly a question of urgency. Before the battle start, use M-Move on your HMGs and micro them. When the battle has started, use A-Move on your HMGs to freed you from micro if you need it. Managing HMG is all about avoiding unnecessary and wrong deployment. This is crucial when the battle start so you M-Move to make sure you HMG is deployed when, where and facing the direction you want. When the battle is ongoing, you know there will be no more flank and you are busy managing all your units, A-Move becomes a good option to reduce the time spent on your HMG and let you focus on other units of your army. Following this conclusion, some Tips:
In: Strategy Desk |
Thread: The issue with Ostheer Tech 4.17 Feb 2017, 14:15 PM
T4 is a bonus tier suited to be played with Commanders not having the Tiger. As JohnSmith said, the problem is not the T4 but the panther. In: Lobby |
Thread: How do deal with double wielding rifles?17 Feb 2017, 13:54 PM
From a playercard perspective between us, I think facts shown in it deserve your words. From a gameplay perspective, A-move squadblob or A-move a KT is the same thing, It wipe squads standing on its path.
He says his opponent went T2 so one of his squad cost 200 instead of 280, we can apply a reduction of 80 to the total. Does it change anything? In: OKW Strategies |
Thread: How do deal with double wielding rifles?17 Feb 2017, 11:40 AM
its okay to have A-moving wiping squads since they cost alot of MP and munitions so lelic please allow OKW obers to duel equip mg34's and dont forget dual mg42's on grenadiers too Isn't the concept behind the King tiger? In: OKW Strategies |
Thread: How do deal with double wielding rifles?17 Feb 2017, 10:32 AM
in 10-13min u can get easily 4-5 squads with 4-6 upgrades. Oh so now it is not anymore double BARs + double Zooks on 6 squads in 10 minutes. Interesting. In: OKW Strategies |
Thread: How do deal with double wielding rifles?17 Feb 2017, 09:39 AM
1120mp + 400mp cache + 150mp Bar/zook upgrade + 250mp ambulance 1920mp in 10-15 minutes let's say you have an average of 220mp/minutes (6 full squads get you down to around 200mp/min), 2200mp in 10 minutes. Do you really believe you can spend 1920mp, not counting reinforcement, over 2200mp in 10 minutes on a balanced match? That's a bad joke. In: OKW Strategies |
Thread: Lol shocks.17 Feb 2017, 09:00 AM
Please stop with the powercreep. Shocks were good before penal buff and they are still very tanky. Let's have the Penal nerfed to were they should be and shocks will become again a real choice. In: COH2 Balance |
Thread: How do deal with double wielding rifles?17 Feb 2017, 08:49 AM
BAR(60ammo)x2 x4 = 480 ammo Zook(50ammo)x2 x2 = 200 ammo 680 munition in ten minutes? Were you playing a high resources custom game? Imo, he was better than you. And you can post a replay so we can really see what happened. In: OKW Strategies |
Thread: Debuff for blobs17 Feb 2017, 07:51 AM
Lol² If two players come to you with 3 or 4 units each and your mate is not helping, that's a a blob issue but team play's one. You cannot better balance the game upon 2vs2 than 1vs1. What can be done on team play's games is reducing the income to slow down the game speed. In: COH2 Balance |
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