I know that the 222 is pretty balanced, but something that I wonder about is why is the 222 not very good against infantry. Hear me out. Note I'm bringing up CoH1 for comparison's sake, so please don't get mad or flame:
In CoH1, the PE 222 was a beast. Absolutely shredddded infantry. The definition of a glass cannon. Furthermore, it came really early (4 min 15 seconds is pretty standard timing) and hit the field while anti-tank was still absent (to field the AT gun you needed 50 fuel for SD and 45 fuel for MP). Not only did AT guns come minutes after at the fastest possible time, but infantry AT (namely the sticky bomb) was easy to micro against since you could actually leave the range before the animation finished to cancel the throw.
This brings me to CoH2. Why is the 222 so average? It's AI capabilities are very poor in comparison. It's not like CoH2 lacks big hitting AI compared to CoH2. Take T70 for example - nothing in CoH1 compares. Furthermore in CoH2, the 222 is easier to counter. Soviet can literally go AT gun first unit, and when you get caught in AT nade range, it will always hit. So if early AT is so much better at countering 222 in CoH2 than CoH1, why is the 222 in CoH2 so dust? (dust meaning bad for all you english second language people).
Discuss civilly please. |
Looks like there will be no annoying kid and comic relief this time.
I suspect the black dude is not a stormtrooper, just wearing the armor for fun. As we learned the stormtroopers are clones of the DNA of boba fett.
The lightsaber looks too silly. There is already made fun about it xD
http://www.dorkly.com/post/70914/the-best-internet-reactions-to-star-wars-newest-lightsaber
For the same reason that clones aged to maturation rapidly, they also aged passed their "best before date" rapidly, and some time between episode 3 and episode 4 they were gradually replaced with conscripts and volunteers of normal everyday people. |
Nosliw
76561197985783392
CAToronto, Canada CA |
Whoops, didn't mean to start a flame war with this. I was actually trying to show off that osttruppen are actually more useful this patch than people seem to give them credit for. I get that DevM would absolutely wreck this with rifle company. But I hear a lot about osttruppen being a super early game doctrine that fails if the game drags on for too long when I think it stays pretty relevant throughout the game.
After all, this is the only doctrine aside from CAS with redistribute resources and that can really help you out at any stage in the game. It buys you LMG grens to shred inf (even though I kept foolishly losing mine in this game). It buys you mg bunkers to protect the VPs. It buys you tellers and shrecks to counter armor rushes. And the railway arty is like a shitty version of the stuka dive bomb.
Also, the osttruppen are more useful than you would expect against brits, especially if they go for a sniper build. The same way they were useful against the soviet sniper in this game.
Anyways, I just wanted to give the osttruppen haters something to think about and beating DevM was just a nice bonus . I think most people make the mistake of getting 3 or 4 squads of osttruppen in the beginning of the game and that's what makes them lose in the mid/late game. They don't scale well at all so you really need 2 grens or some pgrens or something else that stays relevant. You only really can use them late game to cap and recrew weapons. And they do tend to fail pretty hard against rifle company flamers because they depend on garrisons and heavy cover so much.
Give some love where it's due. These guys can definitely win you games.
I agree. They are underused. But I have tried them against British and find that the shine there the most. Have you ever done a pure osttruppen opening? I've done 5 osttruppen squads straight to 222 before and I it's pretty effective. You really cap so much map and hold off brit in quite easily by just sitting in green cover. |
No, don't remember him from CoH1... should I?  |
why sage6 so aggro on devm lel |
this the real saynotostim from coh1? |
Can someone check the accuracy of both these AT emplacements?
Stats are exactly the same for both guns, such as damage, accuracy, range, all except:
Reload time:
Pak: 6.65s
17p: 7.50s
Cooldown time:
Pak: 2.13s
17p: 1.63s
Non-moving setup:
Pak: 0.00s
17p: 1.00s
Setup duration:
Pak: 0.00s
17p: 0.87s |
Being able to shoot through buildings is the only thing the PaK43 has going for it. Even then, neither I nor any high skilled players I watch ever build it since there are soooo many units and abilities that wipe kill it or decrew it. Unit is fine. Feature intended. |
+1 to all of these |