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Thread: USA scotts (M8A1)20 Oct 2021, 18:25 PM
Are you dirty Finisher? what should we see from that game, blob vs blob? In: COH2 Balance |
Thread: USA scotts (M8A1)20 Oct 2021, 18:13 PM
With this unit you don't need shermans, you can just spam your opponent to death, untill you have no infantry left. If 2 scotts are covering a VP, for example mid on "Alliance of Defience" behind a sight blocker, you have no way to cap it. Scott auto-attack is already bad and you can definitively cap under a Scott auto-attack just by running in circle. Even Attack-ground will not works for the Scott. Now as for any similar situation involving a saturation in defense, just attack somewhere else. Otherwise, removing the auto-attack on scott would requires compensations to keep the unit viable, not sure people asking for it would like it. In: COH2 Balance |
Thread: OST sniper need nerf.18 Oct 2021, 20:00 PM
Soviet sniper requires a special tech structure to be built, there is not going to have a HMG to support it. Means usually 1 less squad due to the building price No Pioneer with superior vision range No automatic snares with mainline infantry with superior range Then the soviet sniper effectively fight 4men squad vs Ostheer but Ostheer get the fast 222 and possibility to counter snipe with its own sniper. I believe at the moment Soviet sniper build is about sniper + M3 to protect it which requires a lot of micro to be effective. Aside from that USF still cry in the corner with 0 effective counter other than a M20 that is not going to cut it with the quantity of snares available around. But since the Ostheer / Soviet match is balanced I guess it's fine. In: COH2 Balance |
Thread: JP4 performance18 Oct 2021, 18:21 PM
On 3vs3 which is the least relevant game mode. And as Kurobane says, Sander's is maybe a good player but USF remains completely utterly trash if you're not good at the game. Back to the JP4, the unit sit on top of Allied ultimate TDs which is problematic because late game should be equal between heavy tanks from OKW vs TDs from allied factions. In: COH2 Balance |
Thread: Hannibal's personal gameplay design15 Oct 2021, 17:58 PM
Didn't know Sherman AP shells were so good. In: COH2 Gameplay |
Thread: OKW Flak HQ Lethality6 Oct 2021, 10:50 AM
Being free without constraint is what always bothered me. Imo since the revamp of OKW it should have been made as an active ability costing munition. USF officers may be free to deploy they still cost popcap, manpower to reinforce and munition to equip. The bare minimum tweek it should receive is a reduction in lethality vs infantry at exchange of increasing the suppression because as you mentioned it sometime it just wipes squad in a matter of seconds and reducing its penetration vs medium. So the player has to defend it and not just build it upgrade it and pump obers because a single rak with the cannon will anyway wreck any medium entering the radius. In: COH2 Balance |
Thread: Can the stug E be made more like the Scot at t428 Sep 2021, 19:42 PM
Problem with StugE is the timing, it can't really arrive sooner or it would obliterate anything without counter In: COH2 Balance |
Thread: USA scotts (M8A1)27 Sep 2021, 19:08 PM
Update your game, Scott isn't anymore a backline unit, it has standard range and only the barrage is set to 80. In: COH2 Balance |
Thread: USA scotts (M8A1)27 Sep 2021, 18:20 PM
Maybe because the Scott Needs its mobility and range because it doesn't have any armor. Maybe it needs its smoke because a Jackson is never going to kill a Panther in less than 3 shots. maybe... you should stop diminishing Brumbar peak and capability and overall Axis capacity to respond to it. If Smoke is so good for the scott, then what it is for every single vehicle you can field as Ostheer just picking the right doctrine the same way USF pick the right doctrine to support Scott. In: COH2 Balance |
Thread: USA scotts (M8A1)26 Sep 2021, 18:46 PM
Why would we ignore the armor? why would we ignore that if it fire so slowly its because it 2 shots any squad in game? The unit has its Cons, as much as the Scott but their goal are similar, bleeding opponents. Scott needs the barrage to take on an atgun, Brumbar can simply sit in front of it, Scott can shot over obstacles, Brumbar can't, you need 2 Scotts to be effective, one brumbar is enough etc... In: COH2 Balance |
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