A little reminiscent of motorpool + 105mm. Replay to show [excessive?] strength of the ML20s wiping just about everything in base. I think the soviet howitzer is particularly strong because T3 units are in a pinch very scalable, SU76 in particular capable of dealing with higher tier units, meaning there's less need to counter an enemy tech with your own T4.
Equivalent as OKW would be T1+T2 (or more likely T2+T2) into howitzers, though I don't see it quite being as effective.
Profile of Strummingbird
Post History of Strummingbird
Thread: [FBP] Soviet T3+ Howitzers6 Aug 2017, 15:10 PM
In: Replays |
Thread: FBP Update v1.26 Aug 2017, 11:11 AM
It used not to be relevant in 1v1 and not very much in teamgames, much like prebuff penals, dushkas, etc. Those units turned out to be a problem as everyone knows. Overbuffing would be undesirable, probably even moreso than underbuffing. and in teamgames is easily countered with offmaps like any other howitzer. Playing commander roulette where if you don't have an offmap you lose vs howitzer is not ideal. That's how it was when the B4 was too strong where jaeger armor was absolutely necessary. You should be rewarded for punishing a poor enemy doctrine loadout / pick but not to the extent that the old B4 and the new ML20 does. In: COH2 Gameplay |
Thread: FBP Update v1.25 Aug 2017, 11:16 AM
Comments- Soviet howitzer (ML20) didn't need AOE buffs It was already good when you could get it, just that you weren't normally in a position to do so because of manpower costs. Perhaps a new meta might emerge if unchanged. Teamgames will likely be even more heavily affected than 1s. ^wherein a single ML20 outduels two LEFHs with a little bit of vet. Luchs meta vs soviets is even stronger now that you can push right past penals without upgrade. Makes T1-T2 builds easy to run rings around. ^OKW flamenade / healpack / stg / luchs steamroller mullered this opening, even with zis(es) on the field. LEIG cost change was noticeable and good, makes backteching more attractive than simply getting flak up. Can't speak for performance though, not close enough at that point to observe any difference. In: COH2 Gameplay |
Thread: [FBP] T1-T2 vs OKW luchs meta5 Aug 2017, 11:11 AM
For reference. Penal nerfs mean luchs can run rings around this opening without cons, even with zis(es) on the field. In: Replays |
Thread: Discord Signup5 Aug 2017, 09:46 AM
Quicksilver #6126 In: New Members |
Thread: Soviet old school Patch game. 22 Jul 2017, 17:06 PM
The maxim seems like a viable strat again, but we will have to wait until we have a replay of Zarok or VonIvan playing maxim spam before we can tell if its OP or not. I played one vs zarok, didn't save the replay but the current 4 volks w/ infil+flame nades -> luchs meta seemed to work fine vs full maxims. Midgame is where it gets dicey and you start to feel the maxim buff, but OKW still has more than enough raw power to get P4 / KT / whatever and deal with it imo even without LEIGs. Haven't faced it with ostheer but i'd think they wouldn't have a problem; they never suffered as badly as okw since they always had a good mortar / flame HT / sniper even when maxim was really strong. In: Replays |
Thread: Fall Balance Preview19 Jul 2017, 09:33 AM
I disagree having used and especially fought the new kubel. Its essentially worthless in combat (though i haven't used brits to face it, I doubt they would suffer uniquely) vs anything but builder squads in the open. I wouldn't sacrifice a considerable amount of presence for marginal cap speed advantage that quickly vanishes once the enemy squadcount overwhelms your own. Definitely something that would benefit from more testing, for sure. In: Lobby |
Thread: Fall Balance Preview19 Jul 2017, 08:46 AM
Kubel might be a bit too weak now- it offers pretty much nothing combat-wise, doesn't quite cap fast enough to be worth as a pure capping unit, and with lower armor it gives away a lot of vet. I don't see why you wouldn't get another volk squad instead; with kubels you weaken your midgame significantly by losing out a vetted squad and now it isn't even good earlygame to compensate. If anything it ties your sturmpios down repairing more than the enemy. Consider increasing base sight range (maybe to 50 or so) / further increasing (de)cap speed to further strengthen its niche. In: Lobby |
Thread: Fall Balance Replays19 Jul 2017, 08:34 AM
Played a bunch vs machine, czepis, kpen and others but this has been the closest game thus far- In: Lobby |
Thread: Fall Balance Preview18 Jul 2017, 19:18 PM
Can't speak for teamgame performance. With conscript changes not going through either i'm not sure if maxim is sufficiently improved- too good and its spammed, but going t2 + conscripts doesn't seem very competitive compared to t1 still. Time will tell.
It's definitely counterable with offmaps but i don't think returning to the ironclad commander counterpicking like back in the B4 terror days is a good thing either. Regardless i don't think this one is a huge deal, more testing will reveal if it's really an issue.
Thank goodness for that In: Lobby |
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