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.
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Thread: PAK43 spam27 Sep 2022, 16:31 PM
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 |
Thread: Any USF players F around with the M10 to get crushes?23 Sep 2022, 11:11 AM
Didn’t M10 crush get heavily nerfed. Armor company used to be my go to commander with insta build AssE and M10 spam that could crush infantry and in numbers bully any tank. In: COH2 Gameplay |
Thread: Heavy balance19 Sep 2022, 12:18 PM
But they do have everything you say, they are just unlocked differently. OST/SOV have literally been an inversed mirror of each other since the start. KV1/KV8 were the meatshield strong AI was just doctrinal were as Brumbar was stock. OST had cheaper/faster ROF/less range with STUG however you could get up to about 60 range with hull down, same with Panther. Tiger/IS2 have literally been balanced around each others performance from the start of the game. With either similar timings or IS2 coming one CP later, on paper their guns had similar performance with the differences being IS2 slower but better armored. In all I do like your idea about the heavies filling in for factional needs however soviets don't really need a stronger AI tank as they have the easiest access to rocket arty. IF the IS2 was made stock and consistent that is more POP available to just spam SU85 as the T34/Katy is no longer needed. As for the Tiger it almost sounds like you want a turreted ISU152, with none of the drawback aside from switchable ammo. In: COH2 Balance |
Thread: Heavy balance18 Sep 2022, 15:47 PM
I don't think you thought this part completely through. Giving the tiger 60 AT rounds wouldn't change to much for Soviets as SU85 also has 60 range, if you know the stall is coming you get 2 which should be about the same price. Not only can the SU85 take pot shots with self spotting, you can now rush in with Penals/Cons with little to no worry of possible wipe on the way in. But any changes should be mirrored so lets look at what OST would be facing. As it stands now, OST need T3 building but BP3 researched. That means all OST tanks would be outranged by the 60 range IS2, literally one tank invalidates an entire building. With the high armor of the IS2 the 2 P4s will be dominated or 3 Stugs would get crushed as IS2 picks on one and the Soviet army bullies the others. If you got Tier 4 you are even further behind unless you stall for the Tiger also. In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size17 Sep 2022, 17:38 PM
For this to work imo penals need to be delayed with cost increase as a side grade in t1 for example. They need to be turned more into long range inf with an x number of guard mosins at first with mobilized reserves giving the rest guard mosins, and recieve actual nades tied to mollie research. With 1 weapon slot standard and 0 after mob res to avoid opness. Wouldn't this be a straight nerf to Penals? SVT are better at all ranges, they just don't scale well against Elite Axis infantry. The DPS they gain from VET doesn't keep pace with the REC ACC bonuses Elite axis start with and get with VET. However since they have 2 weapon slots along with the highest acc bonuses they have the potential to be one of the highest DPS dealers in the game. EDIT: To my knowledge that is why AssG and AirborneG get SVT and not mosins. In: COH2 Balance |
Thread: PPSh-41 assault pack15 Sep 2022, 13:25 PM
I am going to hard disagree with this. DP upgrade would be even better than the SVT upgrade for cons. At VET0 cons would do about 11.6 DPS at max range with over 50% of the DPS concentrated in one model and a 4/5 model buffer before needing to retreat. They also get the efficiency buff of LMG focus fire that could cause RNG to swing their way on approaching units. They would be even better than Grens as cons would be able to pick any spot on the map and make green cover. As an OST you would never take that battle unless you have your own green cover in the area/OKW would be fucked the moment DPs come on line. Now comparing them to Penals max range- At Vet0 cons would do 11.6 DPS while Penals would do 10.8 DPS. As cons can tech AT nade they don't have the LV weakness along with sprint to relocate and sandbags to preserve MP. I would assume Cons would vet faster due to AT nade/flame nade boosting exp generation a bit. Now at VET2 cons would do about 17.7 DPS where it would take until VET3 Penals to outclass them and it wouldn't be by much. Serelia has Penals doing about 20.6 which is using the old 30% acc at Vet3. I know its rough but subtracting 10% would drop it to 18.5. Aside from early bullying, there would be no point to Penals. I used Serelia Guards Infantry numbers for DP DPS, for some reason Airborne Guards have a different starting acc compared to Guards so one is a mistake not sure which. Technically the Cons number is a little low as the get 40% acc not 30 with VEt EDIT: Just realized that the DP is an upgrade for cons at all ranges not just long range LOL. Man their base gun is shitty. In: COH2 Balance |
Thread: PPSh-41 assault pack15 Sep 2022, 12:45 PM
Maybe CP1 but at start of game it is way to strong. They are significantly cheaper to make and reinforce with access to AT nades/sandbags and sprint. They also have the bonus of being a mixed model squad so even on approach with oorah! if they lose a model or 2 they will retain more than 80% of their DPS. As others have stated the main issue is map design favors long range squads and 7man cons are so good. Tightrope has a video from commander patch, they can take on VG with STG consistently and even beat AssGrens unless they get the 6man upgrade. Depending on game situation, at CP2 you might have a VET2 Con or close to it. Upgrading that squad first will give you a unit that on a per model basis would hit significantly harder than any Soviet CP2 unit due to the 40% acc. In: COH2 Balance |
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I'm gonna level with everyone in this thread: I can micro the shit out of tanks, but the rest of my army will die because I forget about them. It's almost like I don't have object permanence. If I'm trying to crush someone's troops, high command is not gonna hear that you've got a grenade landing at your feet.