The Is2 definitely seems better even though they are of equal cost.
The rate of fire, mobility and armor and penetration give that unit an advantage. Deflection and main gun damage are good, but vs infantry the ROF on IS2 is better as is it's armor and mobility vs tanks.
The Siege mode does not seem very useful most of the time as it presents the teardown liability.
It's not a bad tank, but a slight price decrease, or an improvement on reload with veterancy might help make it more attractive.
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Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
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Nationality: United States
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Game Name: Hon3ynuts
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Hon3ynuts
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Post History of Hon3ynuts
Thread: Kv2 Underperforming?27 Sep 2019, 19:12 PM
In: COH2 Balance |
Thread: M20 armored skirts27 Sep 2019, 18:42 PM
I think that the low fuel cost allows it to come so early, its hard to cutoff usf before the like 330 mark when you can start building one if you go hard rushing it. There is almost nothing else to spend munitions on early so its upgraded every game, it's a weird upgrade. It is a good unit to spam b/c of the low fuel cost, manpower cost is fine though I think, you usually have to wait for manpower to build it in a 3 rifle lt build In: COH2 Balance |
Thread: Howitzer Ninja Changes26 Sep 2019, 21:20 PM
Howitzers were adjusted this patch with the following changes "All howitzers start on cooldown after their barrage finishes or is interupted All barrage cooldowns reduced by 20 seconds" This change was not discussed much as it was not in the patch preview only the live patch. I'm not someone who uses howitzers mutch but I thought they were fine with the qualification that I must take a commander which can 1 shot them in team games. I think it's fair that their performance not require a 1 shot ability but at the same time it is not fair that they can still be 1 shot and hard countered by prepared opponents. I would classify the mobile ones differently as they cannot be 1 shot. What do people think of these changes? In: COH2 Balance |
Thread: Rifles overperforming?26 Sep 2019, 15:28 PM
I agree on the Build time and cost changes for officers(mabye 300 mp though thats what they cost to replace), it would be good to test that. For Vehicle upgrade I think the fuel cost should be adjusted but not the manpower. If we just mitigate the manpower difference there is no major change. USF could get that manpower back in other areas like 25 mp off ambulance, 25 off grenades, 25 off bars ect. So lategame you are equal but you are definitely weaker during that 5-7 minute window when USF is super strong. In: COH2 Balance |
Thread: Rifles overperforming?25 Sep 2019, 22:08 PM
It would be neat but According to members of the balance team they asked about removing free officers directly and relic said no during the USF tech revamp In: COH2 Balance |
Thread: Summerpatch Bugreport25 Sep 2019, 02:57 AM
Fallschimjaegers, once upgraded, cannot pick up SVT weapon crates In: COH2 Balance |
Thread: Rifles overperforming?24 Sep 2019, 22:54 PM
Should probably look at the officers now. They should be a little more expensive. I agree that's the best solution if "free officers" can't be changed. Costing more manpower is fair but delaying teching would be a negative impact. You could offset this by making the usual build order rifle rifle officer where the officer has a normal build time and the light vehicle upgrade is the one that takes forever compared to the current long officer research. This would also require some careful changes to starting fuel and or fuel costs to make it all come together smoothly. In: COH2 Balance |
Thread: Infiltration Commandos Manpower Change24 Sep 2019, 20:11 PM
I agree the callin cost could be reduced to reflect 350-400 manpower total cost after reinforce. It is also a good suggestion that Regular commandos can be built with t1 upgrade and 3 cps or the T2 upgrade for 350 Manpower out of HQ. It would Help make getting late commandos more economical without a glider. In: COH2 Balance |
Thread: Rifles overperforming?24 Sep 2019, 15:20 PM
I know rifles are not nearly as independent as volks but they do cost more and also need more to be invested to scale to their full potential (they don't get it all in a lump when they build their first tech) The biggest difference is that you don't fight 4 volks and a sturm with 3 rifles and an RE. Doing so could lead to a lot of bleed, a slow m20, a loss of map control, a fast luchs, a hard game. Now- Game is relatively even early, You don't bleed as much, The m20 comes normally, you can push them off with the m20 or you can start building a stuart like before a luchs comes out. Its a totally different midgame because of the parity early I think probably the free officer and m20 make the biggest impact because the situation is essentially reversed from last patch, just the unfair part of the game is 3-5 minutes later and that's what we need to solve for. A light vehicle comes out to push off your infantry than an AT unit like stuart pushes off the counter. In: COH2 Balance |
Thread: How to Counter Axis as Soviets?23 Sep 2019, 22:45 PM
Late Game it's important to have a strong infantry force to support your tanks and create decisive engagements. I would recommend you have Guards and AT grenades/satchels to protect an SU85 alongside any tanks you choose to field. Lots of Soft AT makes it very risky for your opponents to be aggressive and easy for you to do so. If You don't prefer guards I would be sure to use a doctrine with the IS2 or Kv2 as those can stand up to most axis tanks. The IS2 in particular with 375 armor dominates p4's with only 110 frontal penetration and will handily 1v1 a panther once it gets vet2 with 50 range. I would also note that the ZIS gun is one of the better at guns as soviets because of the crew and squad size they will take many shots to decrew and stop cons from manning the guns. The T34-76, 85 and KV1 are cost effective as anti infantry tanks but won't trade more than 1 to 1 with comparable armor. You need to use them to kill all the enemy infantry, create space for your own AT guns, and or use the SU85 to supplement your AT firepower. In: Strategy Desk |
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