
Profile of Strummingbird
Post History of Strummingbird
Thread: anyone uses t34\76 or even build this building in 2v2 game?28 Mar 2015, 15:46 PM
T34/76 and T3 in general is good vs OKW- playing against the luchs without a mobile counter on larger maps is a quick way to lose the game. Usually followed up by floating for IS2/ISU- the other player on the team tends to go T4 -> katyusha -> call-ins as well. T3 is less useful the narrower the map is, though, I think- so vaux, moscow/winter, rzhev, lieurenex being better, rails, minsk, kharkov being worse. Teching is also good if you're ahead, or CPs are rolling in slowly. |
Thread: OST Panzerwerfer: Truly Underpowered26 Mar 2015, 14:35 PM
...and I thought vetlolcake was bad ![]() In: COH2 Balance |
Thread: OST Panzerwerfer: Truly Underpowered25 Mar 2015, 08:42 AM
Leaving aside all the justifications that the panzerwerfer has a machinegun, fires more rockets in one go so it deserves a shorter range, and all the countless tit-for-tat arguments. I think the most important thing is, how often do you see a panzerwerfer being used in a remotely competitive 2v2 game, compared to the Stuka and the Katyusha? I put it to you that for every one time the werfer is used effectively, you'd see ten or twenty katys and stukas. And for those arguing that 'oh the stuka is so much better so the ostheer player doesn't need to build one', even double ostheer don't build werfers. Mixed axis where the OKW doesn't go stuka, the ostheer doesn't go werfer either. And it's not because the werfer is some 'overlooked hidden gem', it's because it's rubbish. Even if the werfer and the katy were absolutely identical and cost the same techwise, the katy would be better- by virtue of the axis being the defensive (campy) faction more reliant on team weapons, in theory. Add to that the fact that the werfer costs a huge amount to tech to, needs to get within AT gun range to actually hit targets, and has an awful vet1 ability compared to every single soviet indirect fire piece, and you get appalling heap of junk that it is. In: COH2 Balance |
Thread: New Veteran Abilities for Allied Vehicles24 Mar 2015, 10:39 AM
Treadbreaker on the IS2 is an awful idea... I hope you realize it means the IS2 would be able to hardcounter all nonturreted tank destroyers (i.e. its own hardcounters) single-handedly? In: COH2 Gameplay |
Thread: Command Panther24 Mar 2015, 10:36 AM
The command panther is quite possibly the single best tank hunter/destroyer unit in the game- better than even the Ace, I think. It costs 25 fuel more than a regular panther- and IMO the ability to self-spot while maintaining full mobility, something no other vehicle except the tiger ace and the puma can do, would justify the price increase alone. It has a ridiculous mark target ability- and the justification that it 'only lasts 20 seconds' is silly. With it enabled, the panther alone can two-shot jacksons- which takes less than 7 seconds, assuming you mark before your first shot. All medium tanks except the T3485 die in 3 shots, or 14 seconds. The cmdpanther can very easily take an IS2 head-on with the ability active. And it costs a grand total... of 35 munitions. You can quite literally use it in every single engagement. Seriously if you're buying so many shrecks that you can't afford to use this ability, which costs less than a bundled grenade and is ten times as gamechanging, you're doing something wrong. And of course there's the aura. I don't have much to add about it, because in 1v1s and 2v2s there isn't usually a whole lot to buff (though elefant + scopes + cmdpanther mark target is pretty hilarious). I'd say the command panther is let down most by the doctrine it comes in, which isn't really so useful in 1v1. The unit itself is incredible, really. The odd thing is, there's a perfect historical command panther that would fit the same mould as the ostheer command P4- weaker gun but chassis of the same strength. ![]() Schwere Panzerjägerabteilung 653 operated a panther used in the command role, with a panzer 4 turret and gun, on the eastern front in 1944. OKW is technically the western army, but this would be far more unique than just the reskinned superpanther that it is now. Just my two cents. In: COH2 Balance |
Thread: Looking for Malaysian/Singaporean Players to play with10 Mar 2015, 08:53 AM
Singapore represent! ![]() In: Lobby |
Thread: Official 1v1 Bears Tournament4 Mar 2015, 12:41 PM
Any alternate opponents, or do I just not play in this fixture? In: The Angry Bears |
Thread: Vet abilities - SU Tracking3 Mar 2015, 19:02 PM
It might seem like TWP and the posited ambush-shot would be fairly equivalent at first glance, but really there's quite a lot of usability difference. Compare MG42 incendiary rounds to the pak stun for example. Incendiary rounds- you can activate it beforehand, have the crew do the entire loading procedure, and once the target shows up at any point it just points and zaps very reliably. TWP (Stug) - Target has to be in range, firstly, and target leaving the range of the stug at any point means the entire process resets itself as the stug moves forward after the target. the target travelling through the whole 30 degree arc of the stug as it aims also resets the aim-and-fire sequence as the stug has to rotate and reacquire again. overall, much more fickle. Leaving an SU85 in ambush mode is a lot like the MG42 with incendiary. Everything is prepped, the moment the target enters range and sight- SU85 fires. now imagine if the MG42 with incendiaries 1. only worked if you clicked the incendiary round button, then a squad already in the arc 2. once you click the target squad, then the MG begins the reload cycle 3. if the squad leaves the arc at any point, the MG repacks and faces the squad, and the whole process begins from square one. The ability would be nigh useless. Ofc the stug has no 3-second deploy time, but the example still stands. That being said, all the ideas seem pretty great. would definitely make the units more interesting, and tracking is pretty awful as it is now. In: COH2 Balance |
Thread: Using 3x sight bulletin with Tiger Ace 2 Mar 2015, 14:29 PM
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Thread: Using 3x sight bulletin with Tiger Ace 2 Mar 2015, 08:53 AM
Sight range of TA unboosted is 50. Bulletin is +10%, so with 3 bulletins it should be 66.5. Regular tiger sight range is 35, and that doesn't change with vet. Tiger has 40 range at vet 0 and 1, and 50 range at vet 2 and 3. Since the Ace is a vet 3 tiger essentially (with a couple other perks), it has 50 range. if you're referring to my excel sheet, you can change vet levels of the units you're looking at by switching tabs (vet 0, 1, 2, 3, etc). |
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