It was always used pre nerf in 1s even though it was just as slow. The difference now it has trash stats by comparison.
Yeah of course it was picked when it was blatantly OP. Being slow didn't really matter when it could take out entire armies. Now that it has fairly well balanced performance, it is too slow for 1v1s, and it needs too much dedicated support to work. It's good at holding one part of the map, but that isn't very useful in 1v1s.
My point is that when it only needs to hold a small portion of the map so speed isn't much of an issue, and when it can get concentrated support from ATGs or Jagdpanzer IVs etc., it's a very good unit to lock down a particular sector like a VP. It has way better staying power than a couple of Panzer IVJs in that role because of its armor and health and (unlike the P4Js) it doesn't lose its field presence when heavier vehicles show up. Which is why it is a good unit in 3v3s and 4v4s and even 2v2s when used properly. |
If it had excellent AI and as good of AT as everyone says it would be picked every match in 1v1 where TDs are significantly more rare.
It isn't picked in 1v1 because combat there is fluent and all over the map, and the Tiger II is too slow to fit that meta. |
if you consider that Ally TD have roughly have 100% chance of pen (worst scenario possible)
Even a vet 2 SU-85 still has a 25% chance to bounce at far range. Same for a vet 3 Jackson. The Firefly has 45% chance to bounce regardless of veterancy. Only a veteran HVAP Jackson has a higher 87% chance to penetrate the Tiger II at long range. Nothing except a point blank veteran HVAP Jackson has a (near) 100% chance to pen it. And it still has 1280 hitpoints to tank shots anyway, which can easily be enough to force off Allied TDs with the help of friendly tanks or ATGs.
I use the Tiger II to good effect in 3v3s and 4v4s all the time. When backed up properly and when used defensively it's really good at locking down 1/3-1/4 of the map, and occasionally it can be used to spearhead a push. |
You aren't going to see a gun that 3 shots meds with 6 sec reload murder infantry as well.
Except that it does have excellent anti-infantry. It reliably hits enemy squads for ~40% health every 1-2 shots, more when they are clumped, which is significantly better than the Panzer IV because it forces off squads faster and generally has a better chance to wipe squads. Spearhead gives even better AI because the hull gun will suppress. Add to that the highest AT DPM in the game (on paper even more than a vet 3 SU-85), a huge chunk of hitpoints and good frontal armor and great synergy with the Panzer Commander and HEAT Shells abilities.
The only real downsides of the Tiger II are that it's slow and that it's expensive and that its veterancy is still a bit of a mess, which means it's only good for dominating one part of the map and that it's hard to properly support it. But it is excellent at holding one portion of the map which makes it a good unit in teamgames. Combined with an Elefant or with a Jagdpanzer IV or two in support it becomes really tough to beat. |
I'm not sure what an anekdote is supposed to prove beyond having had a single bad RNG streak.
3 Scotts will normally rip apart a Panzerschreck blob before it even comes within firing range. A single kiting HE Sherman will do the same.
I'm not saying handheld AT blobs aren't annoying. They are. Just like regular blobs. But there are enough ways to deal with them which is why they generally aren't seen in higher level play. However as Elchino said, CoH2 is beyond salvaging when it comes to blobs. And it really isn't a big enough problem to go after. |
Medium tanks have more range (40) than handheld AT (35). They are faster and have quicker aim time. It's pretty easy to kite AT infantry with medium tanks and kill models while taking next to no damage.
Handheld AT blobs are quite easily punished by players who know what they are doing. There are plenty of counters: kiting, mines, rocket artillery, HMGs, AI infantry, etc. Blobbing AT infantry is generally absent from higher ranked games. I can understand lower ranked players might struggle, but ultimately it is a strategy game where there are counters available (both on a micro-level and on a rock paper scissors level), and if players can't or won't use those then there is a certain point beyond which balance itself can't help anymore. |
Generally speaking the call in vehicles requirement is mess because the solution come individually and not a single patch.
No, it's because every call-in vehicle has a unique power level that doesn't always fit into the stock tech tree. Unique solutions are required to balance their arrival. The M8 Greyhound is a good example for this, as it's similar in power to a T-70 while USF has no T3 tech, which means it would arrive too early in CAP/LT tech and too late in Major tech. So the only solution (while keeping the unit strong) is to put it behind 4 CPs, even if that means it generally comes too late in teamgames, so at least it's strong in some modes without arriving too soon. |
IIRC 3v3 is the least popular mode.
Go for 4v4 or 2v2.
Unless something changed radically, older stats indicate that all modes are played roughly equally in terms of games played.
I personally find that 3v3 is the best experience in regards to matchmaking. There aren't as many (good) premade teams as in 2v2 that can stomp you, if you get a bad teammate it's usually easier to carry them (compared to 2v2), and generally speaking player behaviour on the higher ranks is better than 4v4 (fewer bugsplats and droppers). There's always going to be rank mismatchs but I also get a lot of well balanced games. And I personally prefer it because generally speaking it has that action packed feeling of teamgames while also leaving more room to play around compared to 4v4 (where maps feel more cramped), which makes it more strategic. And the map pool is way better than 2v2's (at least for an aggressive/flanking player like me). |
to make it clear, if you talk about balance outside 1v1/2v2 just shut up
For the record, the time of only balancing the game around 1v1s is long gone. ~70% of the playerbase plays 3v3s and 4v4s and nowadays these modes are weighed significantly when making balance decisions. |
I was talking about IS with double bren and the do loose dps in cc combats over non bren tommies, i dont have stats but u cant test it in the cheat mod.
Bren has better DPS than the Lee Enfield on all ranges except for <4.
The only two things to note:
- out of cover Bren DPS is going to go down a bit more than Lee Enfield's because it suffers more from the cooldown and reload penalties (I think);
- this Lee Enfield DPS curve is pre-damage/ROF change so the new curve is a tiny bit different but the difference should be negligible.
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