Barring getting into AT gun range i do try to get as close as possible. It only seems to really be a worthwile purchase when i can use it on a retreat point though. Other than that i feel like just saving for a panther or brumbar wouldve been better. Or getting 2 mortar halftracks.
Its not good compared to other german options or soviet ones thats the biggest problem i think
Edit: you can actually get 4 mortar halftrakcs for less fuel than your first panzerwerfer
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Post History of Hon3ynuts
Thread: Panzerwerfers kinda suck12 Sep 2014, 06:17 AM
In: COH2 Balance |
Thread: Panzerwerfers kinda suck12 Sep 2014, 03:26 AM
Title says it all, this unit isn't particularly good. Ive been using it in team games and it is vastly outperformed by the Katusha due to several factors 1. Massive scatter, possibly the highest of any unit in game 2. Low Damage potential. It shoots less rockets and therefore can inflict less potential damage, firing all the rockets at once is nice, but vs AT guns and support weapons the quantity of the fire is more important than the rate. 3. Panzerwerfer tech is more expensive than Katusha tech in both manpower and fuel They deffinatley need to be more potent to justify teching to tier 4 IMO. It needs a scatter reduction or more powerful rockets or both. Problems could arise if multiple werfers wipe squads but i think going spearhead and spamming mortar half tracks is probably a better way to get indirect firepower at the moment You can get a tiger for heavy tanks instead of t4 but the panzerwerfer is the only rocket artillery germans can get and a primary reason why i would get T4 in the first place In: COH2 Balance |
Thread: The New Soviet/Ostheer Matchup11 Sep 2014, 03:46 AM
I wouldn't personally get any MGs vs strait maxim spam, They lose 1v1 and gren spam should be able to handle what little conscripts if any your opponent produces. A mortar is the most direct counter against a maxim you need one or several. Just mortar him to death and slowly push forward. Additionally if you get a mortar HT its probably the hardest counter vs maxim spam. Pgrens should also be exceptionally good vs conscripts now and with a mortar you can use smoke to just run up to maxims or to soft retreat if you get caught |
Thread: New lieutenant, Damage halved cost the same10 Sep 2014, 22:26 PM
Doesn't LT have 2 BAR's and Captain has a Thompson and Zooks? BAR's just perform better at mid-close now like they should of, not a huge long range buff also. LT has 1 BAR and the BAR was nerfed by about 40% at long range and 17% at close range. It was basically treated as an LMG and nerfed across the board where as other close range weapons were buffed instead. It is now not particularly good or bad at any range Captain has the same thompson as the lieutenant, if you look the squads are "led" by the same guy In: COH2 Balance |
Thread: New lieutenant, Damage halved cost the same10 Sep 2014, 21:45 PM
The lieutenants thompson was an amazing weapon, it did 26 dps at close range and his model was often the decider in close range fights when bursting down a couple foes in an instant. However now it does the very reasonable DPS of about 13. This is fine, however a 50 manpower reinforce cost and 2 popcap is not. The Bar his squad comes equiped with has also been nerfed especially at range. This causes him to scale much worse into the mid and late game. This guy needs a reinforce and popcap reduction, for the officers in the LT and Captain squad. Hes not worth 50 manpower to reinforce with an average thompson. Anybody else think they need to update his cost? In: COH2 Balance |
Thread: OH Teching to panther PROPER calculations.10 Sep 2014, 20:35 PM
In team games it makes more sense to get t3, but still t4 is bad. It costs like 90 fuel to get panther tech from t3. This results in you spending A total of 265 fuel for your first panther if you had t3. Tigers are 230 fuel and much less manpower You pay more fuel for an inferior tank. Until that changes People will always choose tiger over t4 In: COH2 Balance |
Thread: Wermacht Medic Pack9 Sep 2014, 16:56 PM
I don't use it in battle, but the animation makes that hard to do. It is very cool and helpful to use in the midst of a fight though. Most vet abilities are pretty inconsistent though. Some can change games like target weak point and Heat rounds for Jacksons, and others seem like they were thrown in at the last minute like Capture mode on soviet tanks. In: COH2 Gameplay |
Thread: Ostheer versus Rifle Company Commander8 Sep 2014, 06:42 AM
Panzer grenadiers have no real place, they are kinda bad and especially poor vs bar rifles. You can also just build 1 mg early just to win some early fights, using LMG 42 grens is more effective b/c they beat destroy bar rifles. If you wanna be cheesy you can build nothing but stug es and paks then a tiger to beat his ez 8s later snipers are very very good but lmg 42 grens may be better as they are less risky and do crazy damage anyways In: COH2 Gameplay |
Thread: Scummy Soviet units 8 Sep 2014, 05:19 AM
If there was no jagtiger 2-3 jagpanzers/pumas couldve probably done a similar job the issue with the 152 isnt that its too hard to kill, just that it gibs infantry with ease jagtiger isnt always needed In: COH2 Balance |
Thread: USF AT abilty.8 Sep 2014, 02:18 AM
Buying 1 Shreck on a pgren squad costs 60 munitions, if you lost the first one, plus almost all single weapon upgrades in the game cost 60 In: COH2 Balance |
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