Not in CoH2.
There already are 2 medium TDs, completely no point for 3rd, when there are already 2 tanks using the same gun as well.
Cant we just replace the M10s with the M18s?

Posts: 90
Thread: Will we ever see M18 Hellcats for USF?30 Dec 2018, 15:35 PM
Not in CoH2. Cant we just replace the M10s with the M18s? ![]() In: Lobby |
Thread: Will we ever see M18 Hellcats for USF?30 Dec 2018, 15:29 PM
--Admin please move if not in right location-- As it says in title, and I know responses will be somewhere along the lines of "you already have the jackson??" But, for arguments sake, Will we ever see M18s for USF? of course, if we do, it would be a call in, or commander locked. But none the less, and historically speaking, I'd still like to see the USFs "Best Tank destroyer" implemented. Even though, to live up to its namesake, it'd have to be very delicately balanced, and ultimately not really worth the time to balance it. But none the less, I'd really like to see it implemented. In: Lobby |
Thread: For balance Axis really needs demo or satchel. 16 Dec 2018, 16:13 PM
I remember a while ago reading a post about how "hard it is" to play axis as they were "fighting an uphill battle"-personally just think they were too careless with their inft. But to the point, i rarely see a cry for balance on these types of threads,(regardless of faction,but is usually axis-just an observation) and usually only see "i want it because they have it" mentality and adding no real strategic purpose to whatever it is they are saying they want. If you want something another faction has, you have to be ready to compensate for the change, otherwise the games delicate balance will become tilted one way. I.e If you want demos on wher for a stronger early game, you have to give another faction (say USF) access to a non-doctrinal unit or ability for a more viable late game, as youve picked up an advantage to the early game. You cannot have it both ways. Besides, ive said it before- i dont see a real advantage to axis destroying something as important and advantageous to their early game. Forgive me if im wrong, but no matter how i look at it, all im seeing is axis wanting things in the name of balance, whilst not actually offering anything for the other factions. Axis units are elite, and specialized. They are not supposed to be as versatile as say, their allied counterparts and it is exactly that what separates them from their counterlarts. That building you want to satchel does not need to come down, but needs to be dislodged and occupied for the maximum advantage that your faction can solidly use more so than others. Wehr are not fronliners, which is why their units (aside from pgren) mostly have a huge range(like 42s) and abilities to support them. Leave the fronlining to russians, and their suicide squads. In: COH2 Balance |
Thread: For balance Axis really needs demo or satchel. 16 Dec 2018, 16:03 PM
Can someone else offer strategically beneficial reasons to why axis need demos? Something not brit mg related ![]() In: COH2 Balance |
Thread: cavalry riflemen16 Dec 2018, 05:48 AM
It does, we compared it (2s partner and i) m3 armpr is faster abd superior, and comes out only a little later In: COH2 Balance |
Thread: For balance Axis really needs demo or satchel. 21 Nov 2018, 02:50 AM
At this moment Axis don't have any easy way to wipe houses, compared to allies. Soviets who are the most troll in destroying garrisons, USF has demo in a commander option and UKF just one click wonder arty to houses. Firstly, there are two commanders (currently) that give USF Demos, Armor and Mechanized. Assault Engineers in either situation are sub-par at best (Armor company), which will almost always be out-traded by Strum pios (its essentially a race to who can get to the better cover), The up-gradable Flamethrower is nice, but not really as effective as the flamenwerfer for Axis, or even Soviets Flamethrower, and majority of the time will just end up feeding the squad (granted, if somehow vetted, It can take a few hits). The second commander, Mechanized just really is not worth it (if speaking in terms of getting the Assault engineers) . You'd need to deploy a 30Fuel HT, decrew it and recrew it with another squad to gain access to the Assault engineers, and it costs 5(?) CP, and is essentially a glorified version of the Ambulance, with a 50cal gun. So Overall, USF Assault engineers are not particularity fantastic, even given their utility (which can actually be almsot fully replaced by Heavy cav/Rifleman field defenses) I Don't believe Axis need a demo charge, Not in the interest with balance, but in the interest of strategy. From what i know and seen, the biggest advantage for axis comes from keeping buildings alive, as it gives garrisons for your MGs, Grens and a place to deploy elite units from. and when all else fails, you've always got the LeFH, or ISGs, and apparently Goliaths. On a slightly less related note, If you are speaking in terms of the Ostheer, I believe it is that way because Ostheer were more centered around the defending Faction, and Russians were more based around literally feeding manpower to dislodge the Ostheer. I do have an honest question, What strategical benefit would Axis gain if they had access to demos? In: COH2 Balance |
Thread: Discord Signup31 May 2018, 11:00 AM
Username: Kongroo Numbers: #7913 In: New Members |
Thread: Is USF in a bad spot or do I suck5 Sep 2017, 14:40 PM
Ive found i've had better successes cutting their supply lines rather than pushing them off the map. This especially hurts OKW as they struggle to take back lost fuel. You can get away with abusing the Sh*t out of ostheer and pushing them back into their base, however it can backfire-especially if they've got fuel caches around their points. USF is very good at capping and kicking the door in early, but you've got to be active and have map presence. Overall, Allies, USF in particular really have to work for their wins, I personally believe this to be true against OKW, Because past 10 minutes, it becomes harder to win. You can also invest in AT guns early, I prefer to do that as you're prepared for medium armor past the 10 min mark. No more than 2, unless its a really tank spamming game. More over, Be active with your Stuart. the best time of the game to get it out is around the 6 or 7 minute mark, as stuarts pretty much out trade every other like vehicle like the Luchs, 222, Flak half track. You can even murder P4s if you can micro it properly (its hilarious to see). Try keep it alive as long as you can, Because late game it can still be used, as the Stuart abilities Scale extremely well. I mean, If you take 1 or 2 hits from a tiger you die, BUT if you can get sight block on them it gives your other tanks a chance to flank. Same is true for the Target Tread/Engine. Sorry, Went on a rant. Hope it helped |
Thread: Panthers need adjustment31 Aug 2017, 08:18 AM
No It literally happened, and continues to happen. even happens to the comet. Not JUST that, but the M10 was bounced 3 times of a P4. A Panzer 4. Side Armor. This is fully legit, even with AP rounds. It happens. I wouldnt be even responding if this hasnt happened on multiple occasions. Look up the armor stats if you dont believe me, the most recent one I could find was Panthers having 390 Armor and tigers having 400. You're more than welcome to attempt to debunk my apparent "talking out of my ass" But this has actually happened, both to me and 3 other friends. I await your results. Overall, Yes panther bounces shots left and right, 1 in 5 shots penning is ACTUALLY a regular occurrence, especially when using M10s. As for the M36, I havent had near as much luck. That being said though, from what ive seen and played, You rarely go in the M36. only with certain commanders (Rifle company, Recon support, Tactical, and maybe Paras.) To the OP, If you are actually struggling With Infantry, You need to support your tanks with infantry/arty. Again, 3 M10s, 6 Shots, (2 shots each) not a single Pen. If you can find me some updated charts on the armor values of all tanks, I will happily look at them, as there are lots of other things i am curious about. In: COH2 Balance |
Thread: Panthers need adjustment31 Aug 2017, 03:26 AM
It's my opinion that for the very high cost of Panthers, either their performance against infantry or their cost be adjusted. Currently, it's a hard-skinned (but not that hard, until vetted) tank destroyer that has a rotating turret. Bro, you must be doing something very very wrong if you're struggling against infantry. Played both factions, and even I see the Panther needs nerf, or a proper balance. for USF, It takes 3 M10s, and 2 AT guns to even Pen a panther, Even against side armor. If you're struggling with infantry you're not supporting your tanks properly, you should never let a tank go into a scenario alone. As far as armor goes, From the most recent stats I could find (please, post a link for stats, cause im struggling to find the most up to date ones), The Panther armor is 10 LESS than a TIGER tank. And does EVERYTHING a tiger does and more. I've seen so many squads, including elite inf, like rangers get one shot by a moving Panther. So, The panther does not need to be cheaper, it is really good against infatry, especially with the MG mount, and is easily vetted and can out trade so many allied tanks, which isnt actually that Historically accurate. even the Sherman to Tiger ratio was about 4 Shermans to one Tiger, which was what the tank was built for. I may sound salty, but you'd get pretty annoyed if 2 AT guns and 3 TDs were bouncing shots left right and center, off a tank. Now lets talk about AT Grenades. USF AT nades, at most will give engine crit at a ratio of about 40/60. Soviet nades, about at most, 60/40. Fausts, 95% of the time. But that is what they were made for, so that is completely to be expected. Point in the matter, Panthers need a REAL balance, in line with being historically accurate. It is a myth it took 5 Shermans to one Panther. As Coh2 Is based towards the end of the war, Tanks like the M4A3E8 Traded pretty evenly with Panther tanks. it was never a 5:1 ratio, Even the Tiger Tanks were about at most, 6:1 ratio. To conclude, The Panther doesnt need a cost rescale, It needs a proper balance. Not a "drop the tank and win the game" balance. seems like im exaggerating, and you're probably thinking Just get AT. Allies do, Allies have, every single shot pretty much bounces. What do you do when the one thing AT is made for fails? In: COH2 Balance |
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