CAS has made the B4 kinda pointless, but it is very much still a good choice. With vet 3 it's accuracy is borderline broken. The KV1 is also a good steal of a tank, 145 fuel for a very tough T34 with better DPS.
EDIT: I should explain; the KV1 has the same gun as the T34/76 but without the "bugged" reload time and with the very good vet bonus's it gets a high vet KV1 can put out a scary amount of DPS while being fast. At vet 3 is has something stupid like a 2.1 second reload.
With only 80 penetration at range and a range of 40, it can be tough to get them vet in anything above a 2v2. I hadn't noticed the reload, but then didn't use them much anyway.
I did have someone use a couple of them against me in a 1v1. They still die to JP4, raketen and shreks fast. Having someone shoot B4 at Panzer Schwerer can be somewhat worrisome, but, in that game on Semoisky, it didn't actually hit anything. |
soviet 152mm was great before because of precision strike and no osteer use 105mm because of precision strike will 1 shot decrew it or destroy it
now since precision strike is gone, i can see some use of 105mm and less ppl using 152mm, however both art is piece of S**t atm, it got counter by any off map art, or rocket barrage, it is average like 1-3 time ability use life span, and it is very hard for them do deal 600mp damage during that time, so they is 1 of the 2 worst mp investment i think, the other one is flak emplacements
ML-20 is anything but a POS. Were it not for Stuka, I'd have one on most games. When someone is using Panzer tactician (or whatever it is called), if they stay too long and get low on health then I'll barrage the retreat path because ML-20 does 240 damage. I've even killed a retreating KT with it. It does have precision strike, and while it will not kill a tank unless less than 240 health, it does kill the repairing unit. At vet 3, the reload is okay.
Being able to slowly move on-field arty would eliminate my objection to the Stuka (but still not the ammo conversion amount in CAS). The siren gives a lot of warning. |
Static arty is only intermittently useful in a 1v1 context, which tends to be quite mobile and favouring aggressive action. In team games there's way too much risk of going up against CAS since it's part of the Ostheer Meta. If not CAS, then at least one player will probably be Elefant doctrine for recon+stukka bombing strike. These will both render the 152 / B4 / any static emplacement useless.
On the German side, there's less to worry about in terms of instant hardcounters, but IL2 bombing strikes are not "uncommon", and the allies usually have better indirect in the form of Priests or Katyushas. You don't often win an artillery duel.
Nobody wins an artillery duel. It's an hour of mind-numbing boredom compared to any regular game. If I ever end up on Shittard, it's because I forgot to do vetoes. |
I´m resurrecting my thread from the dead, because I can.
The last patch was supposed to make new strategies viable. I still don´t see Ostheer artillery being a viable option.
Tbh even the once mighty B4 has disappeared from the game. Rumor has it that there is a 152 available for Russians. I yet have to see it. This all can´t be intended.
Both the Pwerfer and 105mm seem pointless. I did play a 3v3 where I lost one or two squads to a 105, but it still seemed not worth it. I've tried a Pwerfer, and it doesn't seem very good unless shooting at something near it. The B4 nerf made it useless, unless you really like pure RNG. I like ML20's but Relic's decision to give everyone CAS means that nobody builds them either.
In short, Ost arty isn't built because it sucks and Soviet arty isn't built because roughly 3 minutes of MP income is eliminated by about 1 minute of combined fuel/ammo income and two clicks of the mouse. Also, there are no doctrines that I know of that have both a heavy tank and on-field arty (besides Counterattack which has a lame KV1 and more lame B4). |
The Soviet sniper is sometimes killed by a single random mortar shot. Back when Soviets had precision strike, there were times that I would do a precision strike with a 82mm mortar on a sniper and it would still not kill him. I've even hit one with a grenade and not have it die. IMHO, if someone is careless enough to get their sniper hit by either mortar or grenade they should lose it. Having used both snipers, I very much prefer the OST one. It's easier to keep alive, and don't have any reinforce cost due to losing a model. Maybe instead of nerfing the Ost, make the Soviet one the same. |
We been playing Axis lately and CAS is my favorite. Axis are so fun to play. I understand why they are so liked. Anyone who have played both side in 4vs4 can see that Axis are a lot easier and much more rewarding.
So for me Axis = Fun,easy to play, versatile and powerful.
Allies = Redundant, harder to play, have some good units and you must like to suffer. (like me)
For the sake of COH2, this must change, both should be fun and as powerful as the other side.
Plz don't nerf the CAS cmdr cause it's so fun to play with, rather add some allies cmrds with good stuff.
Allies fun factor must be improved.
Sure, make a mirror image Allied CAS, replacing the AT strafe with P47's. Will be awesome. Every allied team would have at least two playing USF CAS, ensuring the game was miserable for everyone not using CAS. |
Conversion and OKW's reduced income works based on percentages, which is how I got the idea. And Stuka Dive Bomb absolutely has to work on on-map artillery, it's the only real counter to it due to the ability to construct it in base sectors.
Stuka bombing strike is fine, it has a loud sound cue and requires the other play to move. Abilities like this are good because they encourage better micro. When this becomes problematic is when paired with an extremely efficient conversion like CAS has.
I think that the OKW conversion has a max increase of 2 muni for 1 fuel. If the fuel and muni income are balanced then you get the regular conversion rate.
I wouldn't mind the Stuka dive bomb if the conversion was just eliminated. The Soviet doctrines that have those type of bombing runs don't have fuel to muni conversion. Either that or make AA that actually works and give me a chance to counter. |
It's squad based, not entity wise. So merge at will.
Cause they also increase the damage output of them for compensation.
Sweet, IMNO (humble newbie opinon), merge is one of the best thing about cons, can keep other units at the front more. |
double post
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To be honest the numbers here are too small for it to matter, but it's almost certainly straight multiplication anyway. If it wasn't 3x okw shrek bulletins should be 76 (90-90*0.95*3) muni, but they're 77 (90*0.95^3) instead.
I found a thread somewhere in which somebody from Relic confirmed that the bulletins were straight multiplication. The testing that I did seemed to confirm this (putting penetration bulletins on SU85's and having them shoot at an IS2.
I tested 3x reload bulletins on AT guns and found that they were only getting one shot per minute more (tested by just attacking ground) which doesn't seem worth it.
I do have a question about Conscripts. Does the +0.07 received accuracy apply to the models even after they are merged into another squad? Also, why did Relic choose that way to balance them versus Grenadiers instead of slightly nerfing their damage? It means that Cons scale much worse than Grens in larger game modes. They normally last 0.07 seconds outside of green cover in a team game. I'm sure some will respond to this question with a "keep them in green cover, noob" which would be a great answer if the Cons only had to sit inside the base behind sandbags instead of actually capping something. |