If it makes feel any better I think that this is one of the few if not the only weapon the site has gotten wrong.
It also doesn’t have the correct ranger profile right?
Most of the other issues I believe are just vet stats.
Posts: 608
Thread: Pathfinder Nerfed?29 Sep 2022, 09:57 AM
It also doesn’t have the correct ranger profile right? Most of the other issues I believe are just vet stats. In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size28 Sep 2022, 20:00 PM
Imo penals should not have lost sprint. Just removed the flamer and went from there. Sprint is the stock staple for soviets. Imo a shame they lost it. Yea, its a shame since Penals with PPSH+Sprint could have been an interesting option as they get a lot unlocked at Vet2. I think a good compromise would have been locking out sprint if AT upgrade was unlocked as they can engine crit everything short of a Heavy tank. In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size28 Sep 2022, 14:34 PM
Exactly, the biggest issue was that they decent Far damage plus flamers and oorah. They should have removed oorah and flamer and seen how it went. The tech changes were made to all factions so Penals should have been partially reverted as the nerf was really heavy handed. Their target size was .77, in the 2017 update it got nerfed to .85 and got brought back to .77 at the cost of losing VET3 acc in the March 2021 update. So it was still an overall nerf that was never needed. Popcap cost increased from 7 to 8 Penal Veterancy 3 received accuracy from 0.77 to 0.85 Veterancy 3 reduces cost of satchel charges from 45 munitions to 35 munitions. No longer gains access to the Oorah ability. No longer have access to the flamethrower upgrade Now gain access to a (2x) PTRS upgrade In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size28 Sep 2022, 13:50 PM
I think they removed it back in 2017, they got one of the heaviest nerfs as they made several changes. Increased POP - makes sense Received ACC dropped to .85 - for the reinforcement cost, bad idea cheaper satchel VET3 - Useless Lost Oorah - seems to be overnerf if losing Target size, Oorah would help with picking engagement Lost flamethrower - makes sense, made them to strong Gained AT upgrade Overall it was a massive nerf that dropped them almost to irrelevancy. The worst part is the most recent infantry patch drops some ACC vet for REC ACC when they should have had it the entire time. I think most players would give up the cheaper Satchel and get the lost ACC back. This would help with scaling as Flames plus Oorah was the issue not SVT damage. In: COH2 Balance |
Thread: some reason this game have little few man play28 Sep 2022, 13:29 PM
Thanks, in my mind OKW should have had the best shit/most expensive/extremely scarce. So no caches and even in team games OST cache would not help in any way. That way their tanks start good but with flaws and it is up to the player to scavenge enough to have the tech to upgrade tanks. Vet upgrades would still apply After scavenging a med tank or enough scavenges that are fuel equivalent you could unlock an upgrade. 1. Heat Shells 2. Turret/chassis rotation (P4J and Panther/JP4) 3. Emergency Repairs User could pick the order they would upgrade depending on game situation. So if you got caught off-guard against churchill/KV-1 you upgrade Heat shells so you can tackle that problem or against Wolverines or other cheap TD turret rotation would help as they will try to spin around you. Repairs are always nice also. In: COH2 Gameplay |
Thread: some reason this game have little few man play27 Sep 2022, 16:36 PM
I agree to some extent, but the application is lacking. I feel like it would have been better if scavenging helped unlock upgrades. The original P4J, when it came as a part of a 2-pack had horrible turret rotation. It would have been cool if scavenging unlocked a turret upgrade so it felt worth it to risk infantry while making it vital to destroy wrecks to keep it out of OKW hands. In: COH2 Gameplay |
Thread: PAK43 spam27 Sep 2022, 16:31 PM
Long game, went with double sniper start to mess around with radio intercept. Started slow, picked up steam later but they take a lot of POP. Early mid game was nothing special, right sided ally gave up on it early went mid. Was fairly even game with axis having better map control. Mid game we fell behind as I was IS2 stalling, soviet went KV8 into katy and he lost both back to back. At this point they start their Pak43 setup which worked great for them. They had up to 4 at one point with a repair station nearby so we couldn't finish off their tanks. At several point allies had no army due to losses but axis couldn't push due to so much POP in PAK/arty. This saved us as little by little we katy/mattressed each Pak until they were dead while also getting good infantry kills. One axis made 3 hetzer/4 rak army and actually made it work well but in final push it was kind of useless as he was having trouble microing them. In: Replays |
Thread: since we are adding prototype tanks in game24 Sep 2022, 12:27 PM
Wouldn't it be better to compare the Black Prince to the Maus as both were prototyped but never saw action? They at least got something in a museum so they are both not fiction. In: Lobby |
Thread: Heavy balance23 Sep 2022, 16:52 PM
I think that’s true for most of us. Tanks are the larger investment so it makes sense to zone in on those units. Most mainline infantry is fairly replaceable outside of fully vetted Rifleman with double upgrades In: COH2 Balance |
Thread: Any USF players F around with the M10 to get crushes?23 Sep 2022, 16:48 PM
Strangely enough I did have an opponent in automatch recently who tried really hard to do this with an M10, as their kind of 'opening play' rushing it before any other vehicle. Needless to say, it didn't work very well. From april 2017 M10 We find that the M10, which is a highly cost-efficient tank hunter is overperforming with respect to how it deals with infantry due to its potency to crush squads. Therefore, we are taking steps to remedy this, without, however, affecting M10’s mobility. Chassis rotation rate reduced from 38 to 32 Turret rotation rate increased from 30 to 36 to compensate It was a really weird Tank destroyer as it was made for flanking but it’s turret rotation was straight ass. So to win matchups you had to spam and blob so enemy tank would get stuck and your turret could finally turn around and kill it. My guess is the player probably tried to drive straight thru your squad instead of turn over top of them. That was the trick, back then a small change in direction would initiate the crush and since they turned so quickly opponent had no chance to react. Reading thru some of the old balance changes you can kind of see why certain units struggle. Penals/Rifleman got some heavy nerfs that were partially reversed for specifically Wehrmacht infantry scaling. In: COH2 Gameplay |
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