Hot out the shoutbox and Off the Imperial Dane Rant https://www.youtube.com/watch?v=Qt_WWwN3Cc8
What are your thoughts on T4 and the Units within?
I'll start with my own experience
Panther - Exactly the same as the OKW Panther, this unit is constantly monitored as the "Lategame" unit for axis. I feel its in a good spot as parity with the jackson, SU85 and Firefly are very tightly monitored and updated often as the game evolves.
Brumbar- Can be very strong in the right situation, but can also get blasted by AT very easily if brought in at the wrong time against heavy resistance. Prohibitively expensive especially if you don't have less expensive t3 units to back it up or you are opting for a panther as well.
Panzerwerfer- Rockets all come at once but arrive slower than the first rockets from Katusha or Calliope. I find it slightly worse than those options as it makes it much easier to aim, but other players seem to have more success with this than me.
100 MP 25 fuel for BP3
100 MP 25 fuel for T4 building
With your first panther costing over 235 fuel from your last p4 it can be very difficult with a player who jumps from t34 to IS2 or Sherman to pershing in terms of resources. In teamgames this fuel isn't as much of a major concern but in 1v1 it can be prohibitively expensive in a competitive game.
I also don't really see why Ostheer should be paying more for the Panzerwerfer when its around as good as the other rocket artillery options that do not cost more to unlock.
The Brumbar can work well or poorly so paying this extra fuel seems like a risk if you don't know how it will do.
TLDR: I find the T4 units to be fine, but My question is why should someone pay a penny extra in tech over USF, Soviet, OKW after I have gotten my initial tank tech.
Profile of Hon3ynuts
Post History of Hon3ynuts
Thread: Ostheer T4 Hot garbage or Actually fine?29 Oct 2019, 19:51 PM
Thread: SVT and 7 men cons29 Oct 2019, 18:49 PM
29 Oct 2019, 15:22 PMullumulu
ppsh penals are bullshit OP...they have OP dps at all ranges
29 Oct 2019, 18:42 PMSerrith
Clearly you have never seen PPSH troops at max range before Penals absolutely tickle grens. They can even wipe a squad at range 35 in 322 seconds on average. The PPSH is a close range weapon it should not be this strong, its OP at ALL ranges.
Thread: My personal issues with UKF29 Oct 2019, 00:37 AM
28 Oct 2019, 23:48 PMVermillion_Hawk
I'm a big fan of making the Hammer Gammon Bomb a sticky AT satchel clone to give Infantry Sections a heavy AT snare locked behind an unpopular tech choice. I feel they already have enough tools to deal with light vehicles.
I agree on the 5 man idea, It seems like if you don't commit to the Infantry sections with 5 man your other units really can't pick up the slack AND your 4 man sections aren't that good. Idk how to balance that But I think the current design kind of promotes spamming infantry.
Thread: HMG Explosive Vulnerability28 Oct 2019, 21:27 PM
28 Oct 2019, 17:44 PMStormjäger
Mortars are way way way way way too slow to start doing their job. You tell a mortar to barrage an area and it takes ages for the crew to finish their current task, rotate the mortar, finish their animation and then start their barrage.
Absolutely agree on this, Perhaps Setup time bonuses or something of the like could improve this.
I would also add that mortars are terrible in teamgames past like 15 minutes as a result of this and how easy they are to wipe with arty(slow teardown times, 2 men on the same tile with the gun). The window of opportunity for these unit can be quite small, Faster setup could help a bit in this regard, or even better responsiveness. If its not just me lagging I find mortars are terribly slow in responding to commands, much more so than other units.
28 Oct 2019, 17:27 PMBlueKnight
To be honest I've been practicing with Mortar HTs and I'm finding spamming attack ground to be more effective than barrage. Its too often i'll fire a barrage and nothing will be there a few seconds later. Easier to keep smoke off cooldown as well.
It would be nice if barrage added more than a slight ROF buff for most units, particularly the Scott as USF's primary Indirect unit for lategame.
In: COH2 Gameplay
Thread: My personal issues with UKF28 Oct 2019, 20:45 PM
It feels like so much of the effort into UKF was placed into the Emplacements and the Hammer/Anvil Dynamics. All of it at this point is relatively unhelpful as the emplacements are quite weak and the Hammer/anvil bonuses come extremely late.
They don't have a good diversity of infantry or light vehicle options as a result of these design decisions.
I feel they could benefit from an additional light vehicle or infantry choice in t2 to make up for the lackluster emplacements. A good candidate might be one of the many halftracks allies have access to. They can come early but aren't overwhelming by themselves (Barring the quad)
Thread: Is USF cluster bomb too unbalanced now?28 Oct 2019, 20:33 PM
I would suggest adding an additional 1 second delay to the delivery of this ability, It comes quite quickly and setup teams dodge it by a razor thin margin.(though they will get out if you react instantly) Probably also a slight 5-10 muni cost increase, the doctrine is heavy on munitions, i think this will matter but still leave it as a viable expenditure
I think this would force more judicious use of the ability but still retain it's effectiveness when used at the right time
Thread: Who has highest close dps28 Oct 2019, 20:23 PM
Assuming your not fighting shock troops Pgrens would do best as they have better mid range damage to aid in killing retreating models.
If you are going to be moving and chasing the g43 upgrade would improve performance, but if you drop off on weapons teams that have to pack up the stgs could do fine at cycle killing mg gunners as they packup. I also haven't practiced with the g43s enough But I think they are better at sniping models where as the stgs will do more hp damage and mabye drop fewer models when the enemy retreats on time as automatic weapons often do.
Mp40 stormtroopers would perform similarly and have the damabe boost ability, but they won't do as much if your opponent retreats or if they get pushed around and have trouble navigating where your 251 takes up space. Of course if you play Tiger ace you could get mp40s then g43s on them and they will basically perform the same as pgrns.
Also good tip is to press tab while selecting the halftrack, and ordering a move command on the squads inside. This way your HT will keep moving while the squad jumps out, but it may be a little harder to get 2 squads out at once using this method, i am more familiar with the single squad m3
Thread: Effective use of assault grens for a T2 rush28 Oct 2019, 18:52 PM
Pairing up your units in the early game is a very good way to play.
If your mg and Assgrens go to the middle of the map though they risk running into the entire enemy army.
Many games will begin in earnest with the first 2 assgrens and mg converging to make an aggressive play.
I would try to time the use of your sprint such that soft retreats are not viable options. Sprinting into a unit that is suppressed at max range by an mg or from around corner is a great way to maximize value
Thread: 120mm mortars underperform!28 Oct 2019, 15:54 PM
From my perspective this unit is basically a pack howitzer with 3-4 times as much airtime under the projectiles.
When it gets rolling it is still devastating but often there may be few stationary targets to fire at and it may not do much at all (vetting slowly) until the pace of play slows down to a crawl.
Giving a flare at vet0 and reducing popcap (b/c 10 is far too high) would allow for it to be more effective at finding its own stationary targets in 1v1s without risking a major change in performance.
The same change made the soviet 82mm mortar quite good
Thread: SVT and 7 men cons28 Oct 2019, 15:49 PM
Yes it is quite good, I think there are a lot of viable strat's with soviets so it comes down to personal preference. It helps out a good deal in that part of the game when cons may usually be weak, but without a late game tank there is a chance you will run out of steam with only 640 hp vehicles. But as many games are decided by 20-25 minutes when that may happen it's not a particularly risky pick.
I think cons seem to beat almost any infantry with vet and an upgrade, so that part isn't super new
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