There are some core unit problems that make realism difficult. OKW and OST being in 1944/45 with some units having futuristic abilities make such absurdities as the SU76 penetration necessary for the game to be competitive.
If you wanted realism, the stock Russian tank for that time period would be the T34/85 and the TD would be the SU100. Germans wouldn't have CAS, the USF would have CAS and it would be really cheap. One shot from a Panther that hits any US tank would knock it out, but a Firefly would do the same to the Panther. In a game like this, micro wouldn't matter as much.
There is a mod for the game that is a lot more realistic. Search for "Spearhead" in the mod shop. Most people won't like it.
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Thread: Why some historical resemblance matters31 Oct 2015, 01:36 AM
In: COH2 Balance |
Thread: Soviet Heavy Tanks30 Oct 2015, 01:30 AM
German Heavy Tanks... With a tank like that, the Axis wouldn't have needed the Allies. The cost overrun alone would have sunk the Third Reich. In: Lobby |
Thread: [Balance Preview] Pack Howitzer vs Infantry Gun27 Oct 2015, 01:33 AM
From what I've heard from the stat diggers, the Pack howi is better than the LeIg cause it has a much larger AoE, but OKW is less manpower starved than USF so OKW can build more LeIgs and get them sooner. This is why balancing should never be done using a spreadsheet. When playing the actual game, the LeIG is better. It has less scatter, does more insta-pins, and often snipes snipers. The pack howie is good for damaging more models and probably gets more wipes but neither of them wipe full-health squads very often. The annoying thing about both of them is that they're not fun to use, but if you don't, the other player will use their cheese and you will lose. The game goes from one broken unit to the next. OKW player :"I better get two LeIG's before that Brit SOB gets his Centaur out" UKF player :"Sweet, I got the Centaur out and am going to punish that noob LeIG player!" OKW player :"Damn, needed to cheese him off the map before the Centaur came out, hope I survive until the Panther." OKW player :"Sweet, got the Panther out, need to kill the Centaur and win before the damned croc comes out......Damn, croc is out. I'm gardened!" In: COH2 Balance |
Thread: P-47 Rocket Strike vs Stuka Close Air Support Loiter26 Oct 2015, 04:33 AM
I think these abilities need to be looked at. It's normally 60 unless the bug happens where it targets something that was within 60 when the ability was called. In that case, I don't think the bug has a range. I had it happen twice on Kholodny where the loiter "loitered" from the middle of the map to the Sherman that I retreated, and promptly wiped 4 squads, ambulance, and the Sherman. My experience with the P47 is the same as everyone else's. The rockets don't often hit anything, and don't do much damage if they do hit. In: COH2 Balance |
Thread: Puma Far Accuracy [OKW]19 Oct 2015, 03:42 AM
SturmTigerSotka didn't seem bothered by Puma's accuracy. Sure, only one data point but the Puma seems fine for those with good micro. I've been shredded by Puma's when going armor company when someone could micro them well.
In: COH2 Balance |
Thread: Vet 5 Puma, and 103k damage.....19 Oct 2015, 02:24 AM
Back-and-forth battle on Lienne, one of the SturmTigers got a puma to vet 5. Some newb went over 100k damage in a 1 hour game. In: Replays |
Thread: Jagdpanzer IV Penetration18 Oct 2015, 20:16 PM
If you don't buy the balance > history, then you should be really against the IR halftrack with x-ray vision (which exists only in comic books), cloaking JP4 (borrowed from Star Trek), PAK43 whose shells phase out of existence and then magically reappear to destroy Allied tanks (also borrowed from Star Trek). Or is it that you just want to cherry pick the "historical" arguments.... In: COH2 Balance |
Thread: LeIG AND Packhowitzer are useless without auto facing18 Oct 2015, 16:26 PM
Supression sure. But sniping vehicles and infantry alike? No way. Had too many 222s aand stuarts blow up by the leig and The p ppack howi. The pack howie does 80 damage and is only going to kill a 222 if something else badly damaged it first. However, both are pretty good at driving light vehicles back. They both need to be nerfed, but the LeIG needs more of a nerf. The LeIG has roughly half the effective scatter and nearly always hits its targets, including lone snipers. The scatter on its barrage doesn't seem distant dependent so it hits in the same small circle at max range. I've been trying to play UKF this weekend and have lost probably five snipers to the leig. LeIG has a fairly wide firing cone so the nerf to auto-rotate won't hurt it too bad. The pack howie has a much smaller firing cone and is nearly worthless in the October patch review. It also has a really long range for auto-fire and barrage. The one-hit pin is what bothers me the most about both of these weapons currently. I've had 1v1's where I win a battle at my fuel and am recapping when one of these lands a direct hit, forces a retreat, and completely changes the course of the match. OWK can build this shit starting at about 3:30 in the match. In: COH2 Gameplay |
Thread: Jagdpanzer IV Penetration18 Oct 2015, 06:09 AM
Yes, although I'm not sure if that's relevant. Giving it more penetration isn't exactly going to make it overpowering in the early-game when the best-armoured vehicle around is a Stuart. No, the problem is the Churchill, not the JP4. JP4's are are probably the best TD in the game, especially when vetted. In: COH2 Balance |
Thread: LeIG AND Packhowitzer are useless without auto facing17 Oct 2015, 17:06 PM
Long range killing of dudes with stuff. LeIG and Pack Howie were used before they got supression. They weren't stellar, but noone ever said "wtf do I use these units for". The LeIG was mostly useful to chase off 120mm mortars and stop bleeding mp. It was okay at best for a regular combat role. The pack howie was also okay but not great. Neither of them performed up to their cost or pop cap. In both cases, the buff to those units gave OKW and USF some cheese to fight other factions cheese. Up until last week, the win rates shown on coh2chart.com was probably the most balanced that it has ever been when looking at all four game modes. The nerf, particularly to the pack howie, will leave the USF without any blob counter. The USF hmg doesn't stop blobs, it just gives them a free hmg if they want or something to salvage. At some level, Relic did need to do something about these units because gameplay in 1v1's had got to where it wasn't fun. I don't want an hour long arty-fest and these units had turned every map into Sittard (sp?). It is disappointing that Relic nerfed the pack howie much harder, while leaving the pop cap and cost the same. I wonder if they realized that the pack howie shoots fewer shells in a barrage, has a narrower firing cone, and significantly worse accuracy, all while costing 50 more mp to purchase, 3 more mp per minute in upkeep, and 2 more pop cap. In: COH2 Gameplay |
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