The issue is that Ost can't counter it because the 81mm mortar is to inaccurate even with counter barrage to kill it before the 120 homes in and wipes it in one shot.
Reducing the 120's crew to 4 would be the best solution.

Thread: Relic, you gonna fix 120mm, or not?24 Apr 2015, 19:20 PM
The issue is that Ost can't counter it because the 81mm mortar is to inaccurate even with counter barrage to kill it before the 120 homes in and wipes it in one shot. Reducing the 120's crew to 4 would be the best solution. In: COH2 Balance |
Thread: m36-Jackson is over performing24 Apr 2015, 19:17 PM
Alternatively don't have your Jacksons sitting in one place all perfectly in a line for the Ost player to target. The Jackson isn't a big issue for Ostheer, but OKW really doesn't have any good for sure counters to it outside of the JPIV (or if your being silly the Jadgtiger). It would be nice if the Jackson was made more reasonable, and USF had not shit AT outside of it. In: COH2 Balance |
Thread: m36-Jackson is over performing24 Apr 2015, 18:54 PM
I'm glad to see the usual suspects adding nothing to the thread. On topic: The issue with the Jackson is that OKW doesn't have an infantry based counter to it since the Rackten only has 50 range. When making armor pushes you HAVE to have JPIV support or else his Jacksons will just kite you all day. Ostheer is a little better off, but I think 180 damage would be reasonable. Or just give it 160 and make USF's other AT options not garbage. Paks, Schrecks, Raketen, Jadgpanzer, CAS... Many things to counter Jackson. The Scott is in the exact same tier as the Jackson and make Shrek squads very hard to use due to the insanely good squad wipe potential of the Scott. Also lol seriously suggesting CAS doctrine should be used as a reliable counter when all you need to do is move out of the way of the strafe. In: COH2 Balance |
Thread: Relic, you gonna fix 120mm, or not?24 Apr 2015, 18:47 PM
My mistake comes from the awkward wording in the patch notes thread. Thanks for the clarification. Rifle nade?? Cost munitions, also much shorter range than a mortar. But the squad bunching mechanics are what make it very very good. For every 1 shot the 120 is doing it's reducing entire squads to only 1 or 2 models. It's a extremely efficient killing machine. The 120 wasn't even nerfed its 1 shot kill radius was reduced by what? .03? Or was that the scott. Either way the scott and the 120 honestly werent even nerfed. Almost every game people go guard motor and get the 120 squad wipe machine. I suggest nerfing the 1 shot kill radius a little more and make it so it actually gets decrewed at 1 man. The Scott's 1 shot power got decreased by only like 3% or something stupid. HMC splash damage deals 80 damage at ~1.38 radius before patch. 120 mm before the patch would one-shot kill any infantry within 1.85 units of the explosion radius. After the patch it will only instant kill around ~1.66 units. This is about a ~10% reduction in instantaneous infantry kills. The increased distance mid will increase incidental non-lethal damage. The 120 got only about a 10% decrease as well. Not much tbh. In: COH2 Balance |
Thread: Relic, you gonna fix 120mm, or not?24 Apr 2015, 17:31 PM
Make it 4 men, there you go. In: COH2 Balance |
Thread: Demos for axis24 Apr 2015, 17:12 PM
OKW have demo charges already. Comparing the booby trap to the booby trap is probably one of the most dishonest comparisons Iv ever seen before. It's also tied to 2 units which have to set it up while being physically on the point instead of just a call in ability. In: COH2 Gameplay |
Thread: A letter to Relic COH2 Game balance team24 Apr 2015, 16:18 PM
People kept throwing shit fits over it so I linked it up. Also because I now play with a fair amount of people who post here (even ones that I disagree with!). You should add me IMO, every time I get some matches with dudes it helps chill things out and make everyone less flamey. In: COH2 Balance |
Thread: Relic, you gonna fix 120mm, or not?24 Apr 2015, 16:11 PM
It seems even stronger now They buffed it's squad wipe potential at medium to long range while reducing it's short range squad wipe potential. Why they thought that made sense is really anyone's guess. I'm sure they'll fix it right when they make allies less RNG squad wipe dependent Allies are much easier to preserve units with, if Axis has a 120mm mortar equivalent it wouldn't be nearly as good simply because it would have a much lower chance to wipe squads. In: COH2 Balance |
Thread: Demos for axis24 Apr 2015, 16:09 PM
It is. Propaganda artillery + crush or just use your ML-20 on his medic truck when he retreats. The Sturmtiger is the least build unit in the game by a massive margin. I use it a lot and even have a guide almost written up for it because it's probably one of the best units in the game. The micro it requires however is extremely intense. In: COH2 Gameplay |
Thread: Demos for axis24 Apr 2015, 15:44 PM
when blobs get the punishment they deserve without demos, maybe they can all disappear. Barton had a good opinion on this problem, as many other experienced players do but relic so far hasn't taken concise action. They do get the punishment they deserve without demo's, Soviets have multiple squad wipe capable weapons. If you want to deal with blobbing you need to extend said weapons to the rest of the factions, USF blobbing is just as cancerous as OKW blobbing and Soviets and Ostheer are just as capable of it to. Ever wonder why blobbing is so common for OKW and USF as well? Because they don't have reliable blob counters so they need to rely on just having a fuckload more units than the enemy. Neither has a reliable HMG, neither has plentiful artillery, neither has plentiful support weapons, and neither has much choice in early game build orders. In: COH2 Gameplay |
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