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And everyone is well aware of the clusterfuck it is in 4v4, but coh2 is fcked up from the beggining by relic bad game design, the "unprofessional" modder team can't fix the whole game just like that, they could only do a few tweaks when it need a huge change to become competitiv in 4v4.
.......
Edit : i notice you speak alot about AXIS being overpowered in 4v4 but you seem to forget everytime how fked up is the brits emplacement regiment commander.
The modder team should've just taken away the flamer from Soviets and mortar from USF, and then called it done. They took a game that had really balanced win rates from 2v2 on up, and somewhat OP USF & Soviets in 1v1 and turned that into a game where Axis has higher win rates across every game mode, including both random and arranged teams. Everything gets blamed on scope but scope didn't cause the overnerf on the Stuart and AEC, nor did it create the absurd PTRS penals. Somehow the scope had almost every nerf that Axis players wanted, but practically none of the nerfs that Allied players wanted.
There wasn't any check and adjust after the first balance patch. With win rates already tilted towards axis, they could've adjusted some of their previous nerfs but instead chose a fresh new round of allied nerfs. |
You sure it wasn't something else, like the player already had a command panther? |
+1
Also, I think the "gimmick" of the unit is to be really like a mini howitzer, which means using the barrage. Buffed auto attack would unnecessarily turn it into an isg clone and I'd rather see it keep its unique strengths and corresponding weaknesses (although said weaknesses are a bit too much right now).
It will always be a struggle to make the pack howie work okay as long as a walking stuka wipes it reliably. |
Thread: AEC26 Apr 2017, 03:40 AM
First off, I do love this thing, and I build it almost every game. What with the nerfs to the AI performance (which were definitely warranted for a light vehicle with such high AT penetration and damage), the AEC is now supposed to be a "British Puma". However, it doesn't have the range of the puma, misses a good 50% of its shots on the move (more when there is an object, such as a tree stump or dust mite, in the way) and it has awful acceleration. Since it's now supposed to flank tanks to take them down, shouldn't at least one or both of these issues be fixed so it can perform in its intended role? I love both the AEC and the Puma, and they are supposed to do the same job different ways, but the Puma is just better at its job since it has no problems like this, and is way cheaper, even if it is a little less accessible to a degree (can we agree to just count the sidetech cost for the AEC? It adds a ton of build time and effectively makes the unit 380/75, as you won't be spamming them at all). Thoughts on this?
The idea that a slow moving, short range, low armor unit would be used for flanking is a not-very-funny joke. Call it tea-and-biscuits flanking.
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Stuka dive nerf when ?
Answers you will get:
1) Not in scope
2) But it costs a huge 160 munitions....
3) Someone will say L2P, and point out that that the sound begins about seven seconds before it hits. Which is true if you happen to be doing nothing other than babysitting your ambulance. Otherwise, you'll likely only hear the sound about 3 seconds before it hits, which is almost but not enough time to move the ambulance.
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Is the higher win rate because of Ost though? Lately, when I play allies, I only play against double-OKW. Like 7 out of 10 games I had double OKW, twice OKW-Ost and once Ost-Ost combo.
My guess is that it has more to do with all of the allied nerfs than either Ost or OKW. I've tried the new Stuart, M15, Quad, M20 and none of them seem all that great. The M20 seems the most useful but is badly overpriced (both mp and munitions).
I do wonder what is going on with matchmaking. I've played several games as OKW and got a few top 100 players. It might just be the times that I've searched but it seemed strange that there weren't better ranked axis players searching. |
Oh, so it was 7 2v2 losts... Literally this patch is the Wehrmacht patch! (I climbed like 300 ranks after the patch went live) 2v2 as Wehr never feels so alive, I tell you that; before all of this, 2v2 as Wehr would be suicide, but not now. Ok I can help you with some personal advices:
I climbed 50 on the USF by just playing one game and winning it. Ranking movement can be counter-intuitive since it just compares players within a faction. When balance changes, you won't move up or down unless you're playing more (or much less like in my case) or you adjust to changes faster and have a different win rate than average. |
I've just lost 7 games in a row as Ost, and can say that this patch is the worst patch I've ever seen for this game for Wehr.
Where to begin?
Scout Car: Too expensive and changes to its speed and maneuver make it useless for hunting soviet snipers, leaving Wehr defenseless against them.
Vehicles: Too slow to come out, leaving the Wehr player to rely on infantry for too long. Unfortunately Grens are the worst starting infantry, being expensive and too few in number.
MG42: Been useless against anyone but newbs for ages, so easily outflanked its ridiculous.
Mortar: Constantly overrun by hordes of soviet infantry.
Vehicles: What vehicles? your lucky if you get to play with one.
PGs: Lets nerf the shrecks some more so you have to rely on your non-existant vehicles to help you.
Might as well remove all bulletins in game except for Gren bulletins, you basically won't get to use any of them. While your at it, remove all the units except for basic infantry also, because that is what the game is about now, how many basic infantry you build, rather than the rock-paper-scissors MG/Mortar/Inf of the old CoH. Positioning is worthless against the horde.
Check COH2 charts and statistics for 2v2. Axis has a 20% higher win rate than allies in arranged teams, and up to a 14% higher win rate in random teams. This is probably the most unbalanced that the game has been in years, and it is in favor of Ost.
Maybe try posting a replay and asking for help in the strategy section?
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I thought the ost mortar had a longer range than the pack howie. And if it doesn't, it for sure does after vetting up (or did they change that?). Still, killing okw trucks and wiping units at ranges slightly longer than mg reach is pretty niche for a unit 20 less manpower than obers.
I think the autofire range is the same as the vet 0 Ost mortar but it doesn't get any vet bonus to autofire range. When the Ost mortar gets to vet 3, it gets a 33% longer barrage range, but I don't think that is really part of the pack howie's problem.
One of the bigger issues is the pop cap, which is 11 (even more than Obers). Just getting one of them is a significant decrease in mp income. |
One of the GCS matches had someone use this and it turned out okay for them. Their micro was good enough to keep it near the front line so the autofire shot a lot.
Unfortunately for it, the autofire range is the same as the Ost mortar and shorter than the ISG, which makes no sense. The problem is that it is difficult to do anything about the pack howie without making it badly OP. On open maps when someone is using a spotter, it can already wipe units like crazy. At vet 3 it becomes really good at taking down OKW trucks and wiping the sturm pios trying to repair the trucks.
If anything, it would be better if all regular mortars had their autofire range reduced to 60-65, and the mortar pit and ISG lowered to the pack howie's range (80). Then it might make sense to compensate for the nerf by improving barrage on everything. |