tough luck if u want to use comets x 3 every game. has enough staying power on the field with its armor, speed. can engage infantry quite nicely and remains a considerable threat to armour as well.
its in a good spot. has more utility than the panther against set up teams for slightly lesser anti tank power.
use fireflies in conjunction with comet. not much can really stop you. panthers/tigers cannot dive on the fireflies. infantry can get wp or just shot up to bits.
Profile of wongtp
Post History of wongtp
Thread: Comet30 Jan 2018, 06:01 AM
In: COH2 Balance |
Thread: Su-7630 Jan 2018, 05:45 AM
isnt the simplest fix is just nerf its pen? its cheap, comes early, seems like more of a medium tank counter than something u want against heavy armour. bring su85 to kill panthers and tigers. lower its pen down to midway between t3485 and t34. about 130 pen. there, fixed. good against medium armor but have fun trying to deal with tigers or panthers. In: COH2 Balance |
Thread: breathing new life into coh2 24 Dec 2017, 16:47 PM
after going on a marathon session with day of infamy, 1 thing that could possibly benefit coh would be the inclusion of regiment/unit model reskins and voices in different accents. what if it was possible to reskin base units such as swapping out tommies/weapons teams crews for sikh infantry and having a bunch of rifled turbans running around or australian diggers with their pretty cool hats. specialized infantry units like the engineers and snipers would still retain. of course with their respective accents and portraits too. lastly, setting this up as dlc would be pretty lucrative for relic too since i believe these provide something new and unique as well as also being able to represent several other races who formed part of their respective armies, without the need to bring in fresh units that can possibly screw up the famous coh's balance. just some examples, the italians can be reskinned as osttruppen (dont bash me for this =/) french freedom fighters could be used for partisans. aussies/sikhs/canadians can be used to reskin tommies/british weapon crews. cant think of any usf or okw regiments, maybe the black panthers as tank crews? In: COH2 Gameplay |
Thread: [DBP] Lefh/ML20 one-shot problem suggestion27 Nov 2017, 05:21 AM
i dont think there should be any ability that should destroy a single investment without a significant finesse or effort involved. if so, im willing to pay 1k mp, 500 muni and 500 fuel each game to instantly blow up the enemy HQ. limit the amount of aoe damage arty can do. 160 to a single entity with a max damage of 180. that means only 3 men can die to a single shot. if its far too back, reduce its range, force players to build it further up. instantly destroying and nullifying the entire doctrine should not be considered a good way to balance the game. SDB should blow up the crew and severely damage the gun. as for the crew, they should be able to abandon gun to get out of the way of an incoming bombing run. same for pak43. In: COH2 Balance |
Thread: WBP V1.3 Stuka14 Nov 2017, 02:03 AM
the question is, why did it take so long before it was patched? In: COH2 Gameplay |
Thread: KT should have penalties12 Nov 2017, 15:31 PM
needs a nerf. impossible to crack through even with just AT guns/TDs. given comparable support on both sides, the KT will always come out on top. firstly, the KT can take hits well. 375 frontal armor with 1.2k hp is pretty much a monster. the KT can take alot of shots, more than enough time for its supporting forces to get into positions and fire back at the TDs. 2ndly the KT doesnt need to push. it just has to sit there and wipe squads left and right then pull back to repair and let ur own TD/panthers to snipe off su85s/fireflies/jacksons which are pretty much the best counters in the game for KT. it takes an all-in tactic for the allies to destroy a KT to which only then they will come out on top or even out the trade. should the allies take a couple of pot shots at the KT. chances are, KT can bounce off some shots, blow up a couple of infantry and pull back to repair for free and also spotting some positions for artillery. all these benefits are nothing compared to risks that the KT has to take. this is what makes a KT so powerful. In: COH2 Balance |
Thread: Why is there no IS2 buff being discussed? 12 Nov 2017, 15:18 PM
its bad not because its a shitty tank, but its the only tank in the soviet army that you can put in the front to take hits, being so usually makes it the only target on the front. the rest are pretty much cardboard tanks with somewhat decent firepower. which means to say, is2s can be easily focused down with enough guns pointing at it and the other tanks can easily be ignored and dealt with later once the is2 is dead, since medium tanks arent that powerful unless in a flanking position. compared to german armies who can have panthers AND tigers/super heavies and at given a point can have at least a panther and tiger/KT/JT/elefants. In: COH2 Balance |
Thread: Is OKW the Final Boss In This Game?10 Nov 2017, 17:53 PM
only thing i dont get it with okw is why are they given almost every tool in their army? competitive powerful TD? jadgpanzer 4 solid scalable line infantry? volks, sturms, panzerfussies (doctrinal) decent medium tanks? panzer 4 and panthers non doc heavy tank? king tiger non doc artillery? walking stuka great light vehicle? luchs tiers are extremely versatile and almost always provide a solution to all situations on the field. i dont mean to scream imba or allies bad, i believe allies have their bullshit infantry too but man, an average okw player can easily give a decent, better than average a run for his money while putting much much lesser effort into his unit composition and micro of his units. the last thing i really want to fight against is a KT covered by jagdpanzers. almost impossible to crack through with a force of only jacksons, su85s or fireflies. In: COH2 Balance |
Thread: P-47 Rocket Strike vs Stuka Close Air Support [VIDEO Proof]8 Nov 2017, 04:15 AM
we should hve a test balance server where a community should vote for an ability that is heavily disputed. swap and replace the allied/axis equivalent with the alleged OP one and we see who cries harder. i vote we swap p47 and stuka around, we should see how the axis/allied players will like their new toys or rather the intense crying that comes afterwards. In: COH2 Balance |
Thread: OKW's early game over-dominance5 Apr 2017, 18:05 PM
oh dont get me wrong, i have no problems with dealing with volks stg. i find it unfair for an okw player to have access to such powerful and cheap infantry on top of having a capable rooster. i understand stg volks can be controlled with upgraded rifles and tommies, but all these dont come free, they require research, fuel and then munitions. guards are great units, but are 360 per pop and further 75munitions to be effective. but they are not as cost effective as volks and there are probably going to be more volks with vet by the time guards are on the field. bum rushing guards and abuse volks short range dps is going to beat guards hands down, no contest, while conscripts shoot uselessly at volks. stg volks is just part of the major problem, whatever other armies can do, okw is can achieve, except often with better units, lesser micro and allowance for more errors. this is just vcoh ranger/airborne spam all over again. sure there are counters, but it will be harder and far more taxing to counter. In: COH2 Balance |
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