That would be 2LM (considering pricing of both units) or Stuka (with lack of medics)
That's actually a good point. Although IIRC the lm costs a lot of manpower (like ~350), which you can't discount, especially with a faction like ukf.
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Thread: The Land Matress is to strong19 Jan 2017, 15:25 PM
That's actually a good point. Although IIRC the lm costs a lot of manpower (like ~350), which you can't discount, especially with a faction like ukf. In: COH2 Balance |
Thread: The Land Matress is to strong19 Jan 2017, 14:39 PM
...it doesn't. A lot of people would probably take a Stuka over a land mattress. In: COH2 Balance |
Thread: The Land Matress is to strong19 Jan 2017, 14:35 PM
My point is that 8 seconds is a really long time and he's way over exaggerating the pwerfer rocket delay. Tulip rockets have nothing to do with it, I just used as a comparison. In: COH2 Balance |
Thread: My 2 cents on penals (and guards) right now and with wbp.19 Jan 2017, 06:41 AM
Guards have always been about their PTRS. The only times I've seen them actually be strong AI units is when they have no DP-28s and they've dropped all their PTRS. (No DP-28s so they can fire on the move. LMGs are mostly defensive weapons unless used en masse.) I actually find guards to be a really good long range "hold the line" typey unit. They get durability and resistance to explosives since they are a 6 man squad, and the double dps+double ptrs does really good damage to infantry and light vehicles, and they can button and finish overextended tanks if you support them. Also, they're in guard motor tactics, one of the most versatile commanders out there imo. They just aren't that mobile, and I always felt that them having nades is weird for that reason. I honestly use the nades more as a defensive countermeasure to stgs or flamers than an offensive tool. In: COH2 Balance |
Thread: My 2 cents on penals (and guards) right now and with wbp.19 Jan 2017, 06:33 AM
I see your point as to why it's a good idea. I'm still not really sure how I feel about it, but it does definitely seem balanced, so that's a plus. IIRC the penals ptrs does a decent amount of deflection damage, so it's got that and accuracy over bazookas right? Although wasn't ptrs conscript spam doable via the tank hunters commander? In: COH2 Balance |
Thread: My 2 cents on penals (and guards) right now and with wbp.19 Jan 2017, 05:59 AM
I haven't used Guards much in the patch because I've been dicking around with PTRS Penals + Shocks (and For the Motherland). How come penal ptrs is in scope but cons ptrs isn't? That's partially my gripe with soviets right now: penals are better at everything than cons except for dying. Hell they even do that better with their vet1 passive. In: COH2 Balance |
Thread: My 2 cents on penals (and guards) right now and with wbp.19 Jan 2017, 03:06 AM
To be clear, I just want to foster some discussion and see what players think about my views. In: COH2 Balance |
Thread: My 2 cents on penals (and guards) right now and with wbp.19 Jan 2017, 03:06 AM
In the live version they're really really fucking good. No denying that, and the nerfs were warranted. I like the fact that they changed the flamer to add 3x ppshs so its not just a no-brainer upgrade anymore, but I'm still not totally on board with ptrs penals simply because of the overlap with guards. I kinda don't understand the nerfs to guards though, as they were already somewhat expensive, and 4 of their weapons require being stationary to fire. They also seem kinda squishy despite being a six man squad (might just be the fact that they are often fighting anti-infantry vehicles though). I mean, sure, guards are pretty highly used right now but I don't really think they are overpowered at all. In: COH2 Balance |
Thread: The Land Matress is to strong19 Jan 2017, 02:59 AM
After the LM getting nerfed, this unit is pretty much balanced. This unit, NOT these units. 1 LM, to be honest, it's not really a problem, same with 1 Panzerwerfer, 1 Stuka, 1 Katyusha or 1 Calliope. However, when there are more than 1 of each of these units on the field, the balance matter just gone. Look it like this, LM has a rather big area of effect but with its rather large scatter, you can actually dodge its barrage or at least have the majority of your units survive, just being damaged, and that's how these units suppose to work! They force a defensive line to reposition itself! They allow your attack force to make a breakthrough, NOT be the breakthrough! Especially in 3v3+, I agree that this is a huge problem. Just makes the game stale as you said. In: COH2 Balance |
Thread: The Land Matress is to strong19 Jan 2017, 02:58 AM
That, and its nowhere near 8 seconds. That's a long fucking time. Tulip rockets don't even stun for 8 seconds. In: COH2 Balance |
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