Top 50 in 1vs1 in all factions, but 4k-5k in 4vs4
Is that very odd? Try making a new account now through family share. Play 4v4 random UKF on weekends until you get a ranking. Come back here and post the player card. I'll bet it isn't top 50.
Posts: 1960
Thread: Ok, i`m a hacker?23 May 2021, 03:37 AM
Top 50 in 1vs1 in all factions, but 4k-5k in 4vs4 Is that very odd? Try making a new account now through family share. Play 4v4 random UKF on weekends until you get a ranking. Come back here and post the player card. I'll bet it isn't top 50. In: Replays |
Thread: Arty rant23 May 2021, 03:27 AM
There's been several threads about balance recently, mostly centered around larger team games and the imbalance in win rates. The oddest thing about the imbalance is how Soviet win rates drop off in 3's and 4's. A lot of the theories have been about caches or the incomplete design of the WFA armies. I don't think that's the case given that OKW is a WFA, can't build caches, and still comes out on top of the 4v4 win rates. I really think it has more to do with the LEFH and Walking Stuka. Here's a recent 3v3. I got around 90 kills with a LEFH. On the maps where the approach routes are restricted, it's easy to rack up a stupid amount of kills with the LEFH by just firing randomly into the approach path. Here's a cheat mod test of the LEFH versus the ML20. If just firing at buildings, they're about the same effectiveness. The LEFH starts to get great when firing at approach lanes like the one on Rzhev or the middle of Port of Hamburger. Interestingly, the Land Mattress was about equal to the Walking Stuka, but only if the units don't react to the barrage. However, the Land Mattress takes forever to fire all of the rockets and is affected by scatter like all other rocket arty. This replay also showed the other part of the problem with the Walking Stuka, as you'll see full Con squads get wiped by a single barrage. The all-or-nothing design of the Walking Stuka is problematic for Soviets in 3's or 4's. The games often go about an hour, so Soviets don't have to dodge just a couple barrages, they have to out-guess their OKW counterpart up to a couple dozen times. Nobody is that good so losing those vetted squads in the late game often results in a loss. Here are the in-game numbers taken from Stein's sheet for ballistic arty, along with the few real world numbers that I could find for comparison: Crewed Range Range Shell ROF DMG Near Mid Far Near Mid Far (IRL) kg IRL (IRL) ML-20 152mm 250 17230 51.5 3 200 200 30 10 2 4 6 B-4 203mm 250 25400 110 yes 640 640 96 32 2.5 5 7.5 leFH 18 Ost 250 10675 14.8 6 160 160 56 8 2 4 6 leFH 18 OKW 250 10675 14.8 6 160 160 56 8 2 4 6 M7B1 Priest 180 11270 14.8? 6? 200 200 56 10 2 4 6 Sexton 135 12253 11.5 6 160 160 80 32 1.25 2.5 6 (sorry if this isn't very readable, it doesn't want to keep the formatting) A couple things stick out. The ML20 had a shell that was about 3x larger, but in-game has a smaller AOE and lower rate of fire. The B4 should have a massive AOE, not just a 7.5 radius versus 6. In another test that I ran, the B4 was consistently about 1/3 as effective as the ML20. I think people just like to use is because they think it's great on the random time that it hits a medium tank and brews it up. I think the following changes would really help to balance: Nerf the LEFH (both) from 10 shells to 8. Nerf the ML20 from 8 shells to 6. Increase AOE ranges to 3, 6, and 8 and make damage at range equal to LEFH Sexton - increase range to 180 (mobile arty should have shorter range than fixed or else gameplay will suffer) Make all arty not decrewable. Put a limit of 2 total (so 2 LEFH or 1 LEFH and one WS, same for ML20 and Katy). Count rocket arty in the limits also. Make Priest and Sexton so that they can't be abandoned. Change the Walking Stuka so that it doesn't one-shot everything Soviet (or completely miss like it often does). I'm not sure how the new B4 will be, but think the far AOE range should be increased. The mid shouldn't be increased unless the damage was lowered under 80. In: COH2 Balance |
Thread: arty test 123 May 2021, 02:00 AM
cheat mod test of different arty In: Replays |
Thread: LEFH23 May 2021, 01:51 AM
Mostly boring 3v3 with 4 LEFH's. In: Replays |
Thread: Made a video on youtube about coh217 May 2021, 05:13 AM
keep those vids coming if it helps to release some steam. but don't expect anyone here to give a shit about your little crusade, except maybe for the occasional laugh. The video was definitely unique. It was a cross between a stream of consciousness and a stream of diarrhea, tending slightly more towards that latter. I saw that aerafield posted his player card. It takes skills to get a ranking above 10k as Wehr in 4's. In: Lobby |
Thread: Pershing vs Tiger. Shouldn't Pershing be buffed?15 May 2021, 18:48 PM
Could give it a Tank commander or .50 cal upgrade, I think the turret model supports but I'm not entirely sure. A tank commander upgrade that allows it to call in the TOT arty would instantly make this commander more viable in larger game modes. It would also give the doctrine another ammo sink. In: COH2 Balance |
Thread: Pershing vs Tiger. Shouldn't Pershing be buffed?15 May 2021, 17:56 PM
They cost pretty much the same (630mp + 230fuel vs 640mp + 230fuel), but tiger has been spotted many times in ML, and none(AFAIK) of the Pershing in field. And I believe there is a good reason to it. I've played against it in 3v3's. The AI seems to be pretty good and it isn't easy to kill. It's just usually not a good 4v4 tank. The Tiger seems okay. I got an OKW one to vet 5 yesterday, but it was on Essen. Even at that, I had to use the mechanized repairs and a vetted sturmpio constantly. It has the same repair problem that the Pershing does and is so-so against blobbers at low vet. In: COH2 Balance |
Thread: No commander bugs.10 May 2021, 04:45 AM
This has been happening to me randomly for the last year but within the last couple months or so it has gotten even worse. I'd say close to 1/5 games now I start a match with no commanders, bulletins or skins. What's strange is that I don't believe it is a computer problem as I recently upgraded to an entirely new PC. Has anyone else had this problem or know if there is anything I can do to fix it? When playing with friends, it sometimes happens when the host starts searching too quickly before someone joins the lobby. If it's happening to you when solo, maybe try waiting a few seconds to hit search. In: COH2 Bugs |
Thread: Use of ML-20 Howie?8 May 2021, 19:56 PM
I'm just curious what other players target with this unit? I usually only build it in meme games when I want to spice things up rather than build a katy. It seems to be very hit or miss and very easy to dodge the volleys. Even against bunkers the scatter of each shell is so high that I'd rather have a close range katy volley. What's the point of this unit over a katy? It's not really good at anything compared to a Katy. It vets faster if you shoot it at infantry, unless you're close enough to shell their base with it. It's not quite as much of a meme unit as a B4, but not far from it. |
Thread: 4v4: Cons VS. Penals 20218 May 2021, 19:16 PM
Good morning all, It depends a bit on the map. If you're in Lienne and in the woods with its short sight lines, Penals often seem better. On Red Ball, flanking opportunities are limited so you'll be manpower-starved all game. It also depends on your opponent. If there are two OKW on your side, Penals usually make a better start. Late game, 7-man cons generally seem better than penals. |
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