Afrikakorps would suck imo.
How are you supposed to balance Panzer IIIs and Panzer IIs fighting it out with IS-2? Afrikakorps units would either fill no role or would be totally out of the timephrame.
I think a third Axis faction isn´t required at all. Some cool units could be introduced via doctrines. There are enough units who would fit the timephrame of 1944. Units such as: Hetzer, Nashorn, Marder, Flak 88mm, Jagdpanther, StuH 42, Nebelwerfer, Panzer III Ausf. N.
Profile of Butcher
Post History of Butcher
Thread: What would a third German faction look like?21 Jan 2015, 20:06 PM
In: COH2 Gameplay |
Thread: Nicknames you give units16 Jan 2015, 12:30 PM
Penis BatallionYes! Also: Cocktroopers Easy Aids In: Lobby |
Thread: Jackson needs a slight buff10 Jan 2015, 17:38 PM
To everyone making the argument that Jackson is OP relative to Ostheer, that's just because Ostheer sucks and needs buffs in general which most players are aware of.This pretty much backs up my suggestion to decrease the damage and increase penetration of the Jackson. This way it will penetrate the heavy OKW tanks more consistently and on the other hand not three-shot Panzer IVs and totally negate StuGs. In: COH2 Gameplay |
Thread: Jackson needs a slight buff10 Jan 2015, 14:31 PM
I can only comment form the receiving end of the Jackson as I don´t own WFA. But I actually think its incredibly overpowered. Two of them lock down any sort of Ostheer armor. Tigers and especially Panzer IVs are hopelessly outclassed. Your best bet is a Panther, which also tends to end up in a suicidal charge. I´m tired of seeing M36s +.30 cal blobs every game. Decrease the damage and increase the penetration and health and I´m good. Annihilating Panzer IVs and Tigers with 3 hits or 5 hits respectively is bad though. You can´t have 240 dmg, 60 range, decent mobility on a vehicle and still demand above average penetration. In: COH2 Gameplay |
Thread: Favourite Unit?5 Jan 2015, 22:16 PM
It´s a tie between MG42 and the Panzer IV. For usefulness its the MG42. You need one in every game. For fun I have to say driving around with an early Panzer IV after skipping T2 and decimating infantry is pure joy. In: COH2 Gameplay |
Thread: USF Reinforce Bulletin31 Dec 2014, 11:42 AM
It means that they are built 10% faster and that reinforcing them is 10% faster. In: COH2 Gameplay |
Thread: 3% accuracy bulletin29 Dec 2014, 12:58 PM
While bulletins don´t do much, the best performance boosting ones are "increased accuracy". Those directly influence dps. In: COH2 Gameplay |
Thread: Spotting scope and Hull down29 Dec 2014, 12:47 PM
Scopes are a must have on StuGs and Panthers to use that 50 range when being attacked. I barely ever used hull-down in a competitive game. I once did after it was buffed back then but it was a disappointment. You give up mobility for a bit more range and rate of fire. However mobility has a higher value in this game. You risk getting your tank overrun and flanked by swarms of medium tanks by making it a sitting duck. After all your task as a German player should be to not get flanked by mediums and to keep your distance. Hull-down pretty much ignores this concept and can make you sacrifice a tank. Why would I want to have an immobile Panther (with 60+ range) and that can be attacked rather than a mobile Panther that can still keep the range gap (50 range) and stay out of harms way by reversing? Thus it´s one of the worst abilities in the game. In: Lobby |
Thread: What bulletins do you use?28 Dec 2014, 19:33 PM
I´m still dreaming of 3x MG42 10% faster vet. But as I don´t get good drops I´m stuck with infantry bulletins. Bronze, Gold and that one with the Gren symbol. The worst one is the Silver one afaik - so that bulletin really has no place in the gme. In: Lobby |
Thread: Axis heavy armor needs nerf or Allied AT needs buffs26 Dec 2014, 12:19 PM
The way I see it: - Jackson too RNG dependent versus heavy armor - Jackson over-performing versus medium armor (Ostheer T3). Defeating StuGs with two shots, Panzer IVs with three shots. --> Solution: Increase penetration. Turn damage per shot down to 160. In: COH2 Balance |
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