a lmg grenadier squad have the curious condition where its dps remain (roughly) constant through out its range, where as the BAR rifleman and conscript suffer a obvious dps drop off at long range.
this kind of make it easier for a grenadier to sniper retreating infantry if you're trying to retreat rifleman after a botch dive.
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Thread: Accuracy on retreaters1 Aug 2016, 02:39 AM
In: COH2 Balance |
Thread: Pershing buff?31 Jul 2016, 22:58 PM
yes, the pershing's current role lean toward anti-infantry. In: COH2 Gameplay |
Thread: Pershing buff?31 Jul 2016, 21:46 PM
If you want it to have more survivability, then nerf it's AOE. It is too potent at sniping units, especially grens and pgrens. this. the pershing have a devastating AOE combined with fragile axis infantry squad. Buffing the pershing's durability would require changing its current role. In: COH2 Gameplay |
Thread: USF mortar and OKW mg31 Jul 2016, 10:57 AM
the soviet start with 390 mp, of which 160 are usually spent building either the support weapon or special rifle. They barely have enough mp for a conscript and one building, but the strength of the unit makes up for it. the USF get rifleman and mortar right off the start and 400 mp to play. That's a significant advantage because the USF doesn't have to waste the first minute building whatever or spending the resource to get decent starting units. Even replacing the mortar with jeeps and flamer is still a significant boost compared with one patch ago. Note that the sov and Wehr get access to the mortar only if their starting unit spent the first 30 second constructing the production building. Their opponent is all but guarantee to have garrisoned that all important building first. Getting access to the mortar means you're more likely to need it. the wehr get access to the mortar and flamer because they are slow and will arrive at the fuel later than USF. and 80 mp 10 fuel does make a difference. The wehr get 420 start mp but they have to spend 80 of it on the barrack. The USF get 400 mp and they don't need to pay building cost. 340 vs 400 mp is a big difference. and the rifleman get Smoke in addition to nade. Even the smoke is a huge factor because the US rifleman easily beat the wehr in close quarter. Even just getting in close is a huge victory for the usf. and I don't see the wehr ever getting map dominance with mg spam. Most USF defeats are usually because they let the game run too long. It feels like adding the mortar to the USF is just reinforcing the notion that the USF is suppose to defeat the axis early. and the USF already have access to the major artillery(which is now decent for 60 mp) , m8a1, and the pack howitzer mid-late game. If the Wehr is dugging in, the USF can use any of those option to remove troublesome mg. The USF does have access to artillery, just not zero second artillery. In: COH2 Balance |
Thread: USF mortar and OKW mg31 Jul 2016, 02:02 AM
now you're just turning USF into Sov special rifle. The soviet also have to pay 160 mp at the beginning to access their penals and clown car, and even then the soviet still have a solid starting game. The usf doesn't need to pay any starting tech like the wehr. Soviet mg spam is a problem because it was overpowered. They were kind of cheap and their number nullify their smaller arc. Relic already nerf mg spam by making them more expensive. Using 2 mg is hardly "spam". and who build four mg as wehr? 4 maxim was the norm with soviet, but 4 mg42? In: COH2 Balance |
Thread: USF mortar and OKW mg30 Jul 2016, 22:50 PM
giving them something that otherwise require doctrine is a buff, especially if they suddenly get the both of them together. and rifleman is strong enough to carry the USF early game by themselves. Any extra tool is only going to make the usf more effectives. the only nerf that would matter at this point is nerfing the rifleman. and mg spam is not even a balance problem. the wehr is only going to be able to lock down a small section of the map with only mg. In: COH2 Balance |
Thread: PSA: USF mortar almost quite there30 Jul 2016, 20:53 PM
the amount of nerf necessary for the USF in order to accommdate the mortar would be huge. You will need to nerf the rifleman dps, their smoke, nade, stuart, AAHT, m20. It would basically mean turning the USF into the Soviet. right now the entire strategy for the wehr is to simply survive until they can get their armor out, even if it's the stug E or the command panzer. the USF mortar basically counter that strategy by killing the Wehr's support weapon. Even if you manage to retreat the mg42 or pak, the wehr's poor early strength means they can't recover. In: COH2 Balance |
Thread: PSA: USF mortar almost quite there30 Jul 2016, 10:26 AM
the USF mortar barrage first faster in exchange for being less accurate. At this point I'm not sure if it's worth it to keep shoving the mortar team into the USF. Their early game is strong enough without the mortar. In: COH2 Balance |
Thread: USF mortar and OKW mg30 Jul 2016, 10:16 AM
I don't really see the need to give any buffs to the early game USF, jeeps, flamer, mortars, or otherwise. As "boring" as the rifleman build is, it's still one of the strongest early game in the entire game, if not the strongest. Even delaying the stuart is nothing more than an empty gesture. The USF doesn't have to worry about 222 as bazooka will easily take care of them. The stuart is simply extra topping on top of an already strong early game faction. and splitting tech for bar and bazooka is also a useless change. People are just going to use m1919a6 + bazooka and completely ignore the BAR. In: COH2 Balance |
Thread: Afterpatch: mortar vet 0 vs vet 3 comparison30 Jul 2016, 09:33 AM
except AA stand for Anti-air as well. My brain keep auto converting AA to anti-air. In: COH2 Gameplay |
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