Kubels are very map dependent and have to often rotate perpendicular to map lane after pulling a flank which make it very vulnerable to the penal or IS supporting the sniper. JLI is complete rng at least without vet.
Imo since okw is infantry oriented, they don’t need a direct sniper counter. What they need is awareness and prevention, involving some player input and decision making.
-“Awareness”: Kubel vet 1 infantry awareness is the key. It gets vet 1 quite easily. However due to its vulnerability, you will likely lose it unless parked behind shotblockers or incredible babysit. I would swap vet 1 to vet 0 similarly to soviet mortar and add a small muni cost (5-10 muni to activate the scan). Maybe make it immobile to compensate.
-“Prevention”: What would benefit okw is, imo, a stormtrooper camo type unit. Of course not assault, but scout/skirmisher and hit and run. That would shift brute force playstyle into setting up and micro manage. I can see JLI having at least a better camo, but losing the sight range.
Profile of Zzoner
Avatar Area
Posts: 52
General Information
Signature
Post History of Zzoner
Thread: give the okw a sniper22 Aug 2020, 00:04 AM
In: COH2 Balance |
Thread: Tiger VI Overnerfed?1 Aug 2020, 00:30 AM
tiger_sdkfz_181_mp 1: tiger_kwk36_88mm_mp: Penetration near 240 Penetration mid 220 Penetration far 200 AOE Radius 3.5 Distance near 0 Distance mid 1 Distance far 3 Damage near 120 Damage mid 40 Damage far 24 Reload duration 4.7 - 5.3 m26_pershing_mp 1: m26_m3_90mm_gun_mp Penetration near 260 Penetration mid 240 Penetration far 220 AOE Radius 4 Distance near 0 Distance mid 1 Distance far 3.25 Damage near 120 Damage mid 64 Damage far 28 Reload duration 5.5 So basically, Pershing is still (arguably) way better than tiger in AI and AT bar the range advantage of tiger, plus the Pershing is being supported by Jacksons. I would agree that all heavies were hit hard, but that's very healthy for the infantry and strategic, in general, gameplay (just look how many infantry based commanders resurfaced after the nerfs). I still play heavy tanks and really enjoy them, the thing right now is that you have to play them hit and run style, maybe they can overstay for a bit longer since they can soak 1-2 more shots. Also, heavies are very map dependent. You can't pick a pershing or tiger on Steppes and then complain they are swiss cheesed... I prefer them on urban maps, since most of them come with infantry well suited for close range combat. In: COH2 Balance |
Thread: Ploiesti Outskirts Map24 Jul 2020, 20:13 PM
Hi guys, I have recently watched AECoh's cast on the new map Ploiesti Outskirts. You can see a good panoramic view at 15:14: https://www.youtube.com/watch?v=LP-MV0q8rTg I have to say I am completely impressed by the map, and see huge potential for a similar layout for the teamgames pool (with proper scaling, since I am not sure if the current size is suited for 3v3). The map brings back CoH1 vibes, and something like this really lacks from 3v3 pool: -The map is quite open, and diversifies from the three lane theme of 3v3, allowing for more diversity than ISU-Elephant-rocket arty to death meta. I see a lot of commanders being competitive. -The resource allocation looks fantastic. The fuels are in relatively safe points, BUT the cutoffs are up for contest, very similarly to Hill 400. -The map is very very balanced. -Visually, the map combines industrial and countryside landscape reminiscent of a lot of CoH1 maps, which really lacks from coh2. I believe we should really push unique map like this in teamgame pool, which are updated very rarely. Looking forward to your thoughts and comments! PS: AMAZING job to the people who made the map. Even if it stays tournament only, it will make for great games. In: COH2 Gameplay |
Thread: The state of 3v3 map pool12 Jul 2020, 01:49 AM
Hi guys, Great points across the thread. I have been playing 3v3 for the past couple years and I would like to lay my humble opinion on map layouts. -"Across the Rhine": I like this map because, bar the lane boundaries (cliffs and shrubbery), it is quite open and offers good vehicle and infantry movement and as such can make a big range of commanders work. I like the safe position of fuels, because an early snowball (or couple wipes) will lead to light vehicle lock and a very one sided match FOR THIS PARTICULAR LANEY DESIGN. -"Essen Steelworks": Feels fine on both axis and allies side with well rounded access to fuels -"Ettelbruck Station": Fuels could swap positions with adjacent neutral posts to make them relatively safe but vulnerable to flanking. -"La Glaize": Map feels very big and the uphill terrain makes vehicle and AT shots collide too much with terrain. My top 3 hated. I could see VPs swapping with adjacent fuels for more resource oriented fight. Will also make central VP more desirable early on, since remote VP will be safe and lead to decampment. -"Oka River": Nothing to say, I have had great wins and loses, map feels perfect. -"Steppes": Map is way too big and awkward. I feel that mid draws too much attention and leaves top part (Double muni) way underutilized. I would put the mid fuel there to draw some fighting. -"General Mud": Map feels way too big for 3v3. Good map for flanking and anti camping in general. I would contain the left part of the map a little bit, feels like it's way too inaccessible (cap and forget) aside fuel and vp. -"Angermunde": Similar to Ettelbruck, I would swap the fuel points with their adjacent neutral. I might even go so far as to put them on either side of the central VP for those small scale denials (like Lanzerath Ambush) -"Red Ball": Meme map. -"Whiteball": I haven't played it enough, but I would decongest mid a little bit. The church feels awful to fight in and out. -"Fields of Winnekendonk": I honestly don't know why a map that looks that good feels that bad to play. I would like to see some wooden huts or some logs spread throughout mid to make it more strategic. -"Hill 400": Feels very good with the location of the cutoff. Incentivizes flanking and mobility. -"Port of Hamburg": I feel that the bottom right part of the map is VERY VERY unfair for the player spawning at the bottom right spot. That square alley surrounded by pipelines feels like a cage where you have to play contained all game to keep the opposite player busy so they don't 3v2 your teammates mid. The spot should open up and add a building symmetric to the one overlooking the fuel. -"Rzhev Winter": Overall I like that map. I would eventually replace the frozen rivers with solid land for some more fluidity. -"Lienne Forest": Personally I haven't seen a map that looks so good on urban part (left) and so awkward on the right part (forest). I think if the forest was a mirror of the left side, the map would be amazing. Maybe move fuels to adjacent neutral posts to reward flanking. In: Lobby |
Thread: Rushing fuel points without connection11 Jul 2020, 12:20 PM
In most team games, fuel lies on a central location with direct access to VPs so there is going to be heavy grind around it. Also the unit density on these game modes is so high, that the equilibrium line or "front" naturally lies on these points. Thus, containing these locations do not offer only resources but strategic staging grounds for assaults. Waiting for 30 seconds to cap with your 3rd-4th squad is not that important as getting to the frontline and building sandbags/ barb wiring your opponent's cover or hiding assault units for an ambush. In: Lobby |
Thread: Panzer IV Command Tank Rework Idea11 Jul 2020, 12:04 PM
I believe the current state of the 75mm on P4 command tank is obsolete. If we are to adjust the gun, an interesting idea would be something similar to StugE (with standard 40 range of course) or even a Sherman HE. However I agree with Miragefla that would overlap with all the AI vehicles around. Thematically, I would like to see some abilities on the unit that fit a command vehicle: -"Mark Target": The commander coordinates all efforts against the selected target, giving +5 range against the enemy vehicle to all nearby vehicles (allies not affected). Maybe exclude elefant. -"Recon Overpass": The commander calls in 2 Luftwaffe recon planes for a single pass (not loiter) similar to the Royal Commando Regiment's recon part of the bombing run. -"Coordinated Effort": The commander inspires a friendly vehicle with his leadership, pushing the crew to move/ fight harder. Timed ability, gives a small speed and/or reload/accuracy boost to a friendly vehicle. Useful for dives and flanking maneuvers. -"Mortar Coverage": The commander coordinates with a nearby mortar battery for indirect support. Similar to Ostheer Artillery Officer -"Protect the Commander": Friendly vehicles screen for their commander. While near friendly vehicles, command panzer has reduced received accuracy. -"Surveillance Operations": The commander spots the battlefield for targets from a concealed position. The command vehicle gains stealth (20 range detection?) and a focused sight mode like SU85 -"Tactical Retreat": The commander fires two smoke shells in a rapid succession to screen for friendly vehicle retreat. In: COH2 Gameplay |
Thread: Question on Heavy Tank Production 1 Bulletin9 Jul 2020, 07:52 AM
Hi guys, I know this might be a question with straightforward answer, but I know that some bulletins do not apply properly after years of unit and ability reworks. Heavy Tank Production 1 bulletin reads as: "Tiger, IS2 and Elephant dispatch abilities recharge 25% faster". Does this apply to the cooldown after the tank is destroyed, or is it a dead bulletin? In: COH2 Gameplay |
Thread: Sander's personal balance changes6 Jul 2020, 10:24 AM
An accuracy bonus would be a good change, as would be a rework of TWP towards an ability that helps stug defend itself (akin to Stuart stun shot) or annoy heavies. Maybe we could go the Pgren route, splitting veterancy 3 into 1 and 2, and giving accuracy bonus at vet 3. In: COH2 Balance |
Thread: Sander's personal balance changes6 Jul 2020, 09:35 AM
Hi Sander I can't stress out how important it is to have open communication with the community- we can clearly see the scope of the patches and have much more meaningful discussions. I believe all changes are healthy for the game. I agree with your version a little more compared to miragefla's but the core is very solid and touches most of the problems across game modes. I would like to ask some more thought into STUG III G's veterancy. Now veterancy 1 and 2 are adding zero benefits to the unit. I believe that veterancy II should add a passive ability like spearhead or spotting scopes (maybe adjusted) to help the unit with it's intended role and reward keeping it alive. In: COH2 Balance |
Thread: Discovered old OP obersoldaten through a dropped weapon5 Jul 2020, 21:48 PM
Ober mg34 has 9 dps close ramping to 14.22 long range, while sappers vikers k has 3.85 close ramping to 7.67 long range (according to coh2.serealia.ca) In: COH2 Gameplay |
832550830796830057828734828670828668828510828147828128828080
Latest replays uploaded by Zzoner
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.2032538.791+13
- 2.722337.682+24
- 3.1746340.837+2
- 4.24250.829+4
- 5.1907626.753+4
- 6.619256.707+13
- 7.783116.871+4
- 8.24266.786+10
- 9.1564540.743+4
- 10.71402613.732+4
- 1.1010537.653+7
- 2.2406955.716+1
- 3.345119.744-1
- 4.266122.686+2
- 5.21674.745-4
- 6.260183.587-2
- 7.16461021.617+1
- 8.807372.684+11
- 9.368240.605+5
- 10.266127.677+5
- 1.689377.646+9
- 2.1661801.675+1
- 3.513221.699+16
- 4.1424527.730-2
- 5.490270.645+1
- 6.431134.763+3
- 7.585366.615+4
- 8.321138.699+3
- 9.558411.576+9
- 10.677463.594-5
- 1.742351.679+22
- 2.186110.628-2
- 3.19661065.649+4
- 4.625264.703-2
- 5.824446.649+10
- 6.432150.742+3
- 7.660346.656+4
- 8.454209.685+4
- 9.15651010.608+3
- 10.232182.560-1
- 1.882348.717+8
- 2.2019341.856+5
- 3.8519.817+7
- 4.1413550.720+2
- 5.585292.667+2
- 6.34951246.737+1
- 7.73380.902+9
- 8.1124641.637+5
- 9.20760.775+3
- 10.1047427.710-1
- 1.622342.645+2
- 2.542337.617+1
- 3.34501693.671-1
- 4.25761593.618+4
- 5.1380813.629+2
- 6.765511.600-1
- 7.13073.640+2
- 8.466239.661-1
- 9.1396749.651-4
- 10.723616.540+1
- 1.25101553.618+12
- 2.19285.693-1
- 3.640346.649+2
- 4.167.696-1
- 5.336161.676+2
- 6.290216.573+2
- 7.344159.684+2
- 8.241105.697+5
- 9.282156.644-2
- 10.232170.577+5
- 1.914507.643-4
- 2.513381.574+4
- 3.293234.556-1
- 4.374225.624+2
- 5.233160.593+4
- 6.7248.600+1
- 7.634423.600+2
- 8.599552.520-1
- 9.482413.539+1
- 10.500325.606-2
- 1.910419.685+10
- 2.316153.674+22
- 3.48521100.815+9
- 4.787322.710+3
- 5.780220.780+3
- 6.1418249.851+2
- 7.15127.848+8
- 8.602261.698+2
- 9.1426546.723+14
- 10.78352935.727+1
- 1.19091298.595-1
- 2.23301466.614+13
- 3.469307.604-1
- 4.423257.622+1
- 5.519240.684+1
- 6.536243.688+9
- 7.17264.729+5
- 8.866519.625+8
- 9.1268571.690+2
- 10.816391.676+4
- 1.17764.734+2
- 2.825277.749+1
- 3.13537.785+4
- 4.573316.645+29
- 5.234128.646+2
- 6.683302.693+13
- 7.452295.605+7
- 8.1006548.647-1
- 9.13768.668+5
- 10.1141788.591+1
- 1.843333.717+7
- 2.684360.655+2
- 3.41552082.666+5
- 4.723515.584+7
- 5.824522.612-1
- 6.20321490.577+3
- 7.1136537.679+3
- 8.1274406.758+1
- 9.795382.675+6
- 10.35662033.637+9
- 1.930215.812+24
- 2.499184.731+3
- 3.588101.853+1
- 4.517167.756+1
- 5.32490.783+7
- 6.942599.611-1
- 7.981168.854+1
- 8.393167.702+9
- 9.20831125.649+10
- 10.17349.779-1
- 1.27661486.651+4
- 2.26883.764+13
- 3.1151485.704+6
- 4.554304.646+5
- 5.319171.651+2
- 6.382193.664-1
- 7.6722.753+4
- 8.550224.711+3
- 9.12465.656+1
- 10.273130.677+7
- 1.241140.633+6
- 2.35491146.756+7
- 3.468203.697+12
- 4.286154.650+3
- 5.414307.574-1
- 6.451165.732+2
- 7.570403.586+1
- 8.426290.595+2
- 9.10935.757+1
- 10.320242.569+1
- 1.878808.521+6
- 2.459323.587+3
- 3.15251208.558-2
- 4.560373.600+8
- 5.472290.619+4
- 6.18986.687+1
- 7.816793.507+7
- 8.15571.686+5
- 9.10541079.494+2
- 10.397286.581+1
- 1.46467.874+6
- 2.794136.854-1
- 3.14465.689-1
- 4.864297.744-3
- 5.21155.793-1
- 6.400212.654+2
- 7.300128.701+2
- 8.353186.655+2
- 9.501325.607+4
- 10.327118.735-1
- 1.390210.650+4
- 2.392216.645+4
- 3.21941162.654-1
- 4.304142.682+3
- 5.13767.672+1
- 6.2212991.691-3
- 7.160104.606+6
- 8.472305.607+2
- 9.1103924.544+10
- 10.831652.560+2
- 1.15287.636+7
- 2.657189.777-1
- 3.1617786.673+2
- 4.15791.633+6
- 5.6015.800+9
- 6.7820.796-2
- 7.802486.623+2
- 8.374163.696+1
- 9.29597.753+1
- 10.185.783+7
- 1.421262.616+3
- 2.26292259.538-1
- 3.438202.684+3
- 4.19751717.535+3
- 5.213123.634+6
- 6.232154.601+6
- 7.475392.548+1
- 8.507335.602+1
- 9.883661.572-2
- 10.136115.542+1
Data provided by
Relic Entertainment
Replay highlight
VS
-
cblanco ★ -
보드카 중대
-
VonManteuffel -
Heartless Jäger
Einhoven Country
Honor it
15
Download
2711
uploaded by XXxxHeartlessxxXX
Board Info
778 users are online:
778 guests
0 post in the last 24h
3 posts in the last week
25 posts in the last month
3 posts in the last week
25 posts in the last month
Registered members: 61977
Welcome our newest member, bet88ktcom
Most online: 4501 users on 26 Oct 2025, 01:00 AM
Welcome our newest member, bet88ktcom
Most online: 4501 users on 26 Oct 2025, 01:00 AM
