Saw I was matched up with 2 OST and had middle area so decided to be cheeky and go for 2 Snipers. As I am building them I noticed ally made 2 Engi so I guess T1 start. Nope, engineers don't stop coming. I assume we are gonna get shitted on so mess around. He made that damn blob work.
I got a retreating sturm kill over mine, couple of wipes with Snipers but I was left in disbelief as I watched the dude blob his 9 engis.
Not a good game, watch it for laughs with a beer/smoke what ever floats your boat.
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Thread: Ally made 9 engineers squad meme build31 Aug 2022, 18:48 PM
In: Replays |
Thread: Penals have the worst mainline infantry target size31 Aug 2022, 18:44 PM
The concept of two starting infantry units was very poor from the very beginning. It was a long time ago to remove the Penals into doctrine abilities, give them a merge and make them something like Osttruppen. It was originally part of the flexible nature of soviets vs more rigid OST, Soviets had 2 play styles available non-doc were OST needed to pick a doc to get Osstruppen/AssG. OST had PG stock where doctrines were needed for Soviet elites. Cons and Penals play completely different for most of the game, the choice between two different play styles is actually good for the game. The main issue arises from how much better Cons got after their 7man upgrade. Cons went from a throwaway squad to one of the best mainlines that also happened to get amazing vet. Hell, they even get exp boost along with cooldown bonus in cover while getting an extra man and MP reduction. The "drawback" was that it was the latest hitting upgrade however losing a Cons squad is similar to losing a VG squad in that the faction was originally designed around them being throwaways. A possible solution for Penals would be the ability to stow away the PTRS guns. The overhead would still show them with PTRS guns but maybe grey them out so that the opponent knows when they are stashed vs when they are not. IT would allow Penals to keep their aggressive nature vs now where one unit becomes useless once upgraded. In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size28 Aug 2022, 11:37 AM
Why are you focusing so much on the action of sprint and not the opportunity it provides? The synergy is the ability to chase away the sniper or outright kill it by getting into position. Same as sprint into faust or Oorah into flame nade/at nade. To give an example, a PF G43 player uses their 43 vision and/or flare to spot a sniper. A low level player will sprint into attack command, PF will attack at max range which means sniper will most likely retreat with some damage. However, a high level player will continue to sprint into mid-range and start firing while continuing to move forward towards the sniper allowing the player to take advantage of its high moving DPS. Whereas a JLI player will sprint to about 25 range so and stay stationary to try and pull off one extra crit shot while sniper is retreating. I am not saying sprint itself is a problem, PF having so much utility is the problem. They have a counter for a lot of different situations. In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size27 Aug 2022, 18:44 PM
I can only speak for myself but fussies are why I stopped playing 1v1. Against OST, you would sometimes see different strats even if they didn't deviate from meta to much. But OKW players would literally pick fussies every game, I would get excited to see Falls/JLI/221. As I try to avoid using reg Guards as much as possible, my only long range option is Airborne. I love the commanders but it gets boring playing the same way each game. I do understand from the OKW side as fussies provide the techless nade, so it puts a stop to clowncar shenanigans but it does get to be a chore trying to outplay a unit with so many strengths that also come in good commanders that also can get OBER back up if they lose any squads. In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size27 Aug 2022, 18:33 PM
While Sprint disable weapon, it get you into position a lot quicker to try and take those higher damage shots vs trying to fight at max range. Also during late game there is much more going on which means a quick sprint into position can be quite punishing in regards to AI and AT. Personally, I find G43 across both factions as harder to deal with since you can keep the squad run'n and gun'n to try and get the sniper. Whereas LMG Grens, PG and Volks aren't to good at the chase. I agree with your first statement somewhat. Again, a blob pushing forward will quickly force a Sniper retreat which can heavily reduce the snipers performance. But, like you said Sprint is fairly late game so one would hope that by that point your sniper has paid itself off. EDIT: expanded first point In: COH2 Balance |
Thread: supply truck ZIS 6 from Lend-Lease27 Aug 2022, 17:06 PM
I believe you are right, for some reason I though it was 3 POP but I can't remember if I am confusing 221/223 with the others. The 76MM is only 120, fuel same or similar to most other MEDs in the game. No one needs it for those units so why would they need it for the 76MM. The KV-8 is 145 Fuel I believe, again not much more than a regular tank despite it having heavy armor. The expended MP is better served building a cache for the team so the entire team can get tanks out a bit faster. The KV-2 is the same price Fuel wise as the other Heavies and locked behind CP. In most high level 1v1s once most of your army is built fuel usually isn't the limiting factor, MP is. In all game modes, if you go with a double AT gun stall fuel is not a concern in the slightest. 1 truck is not really a problem, its that most players who use them abuse them and make 3 or 4. I posted a game recently where both teams had players that abused the hell out of it and by late game both players were MP starved. At work, so I can't rewatch it to check if they take POP or not. EDIT: To clarify my stance, I think for Soviets in particular with Cons the unit itself works great as MP usually isn't a problem even though fuel is really in short supply. In team games, I think it is a bit greedy as it doesn't help the whole team. For OST/OKW, the MP can be a bit wasteful depending on how the game is going. Any wipes to Vetted Grens will cause massive MP bleed until they can get their Vet back(same with Obers). Therefore it will delay the expensive tank anyways as you are now MP starved instead of fuel starved. In: COH2 Gameplay |
Thread: Penals have the worst mainline infantry target size27 Aug 2022, 16:53 PM
According to serelia they do similar damage at max range and both units have similar target size. I also tend to use snipers as you suggested but that falls off once recon packages and flares come online. As they are 6 man squads with concentrated DPS they can take the model drops and push towards the sniper for a retreat. At high vet they even get sprint which means a late retreat is most likely a death due to the excellent moving DPS. As others have said it requires a lot more work to counter than to use. I personally find it easier to skip the car, go 3 Penals into Guards/Airborne LMG and punish them that way. Just a side note Penals DPS and target size are wrong on serelia. They didn’t update it after march 2021. Also according to Hannibal the PF close range DPS is a bit high don’t know if that applies to long range. In: COH2 Balance |
Thread: supply truck ZIS 6 from Lend-Lease27 Aug 2022, 16:30 PM
I truly hate these units in team games. I can’t remember if keep capture point connected for the whole team or owner when they are cut off. Aside from that they only benefit the owner and take up pop cap. So it is negatively affecting your whole team unless your floating MP or part of an arranged team with a specific goal in mind. Edit: For Soviets it doesn’t really make sense as most of their vehicles are cheap fuel wise anyways. I understand for OST T4 or OKW heavies but Soviets seem like a waste. In: COH2 Gameplay |
Thread: Penals have the worst mainline infantry target size26 Aug 2022, 14:56 PM
I agree that both are badly designed. In regards to the modifiers I am talking about how each individually impacts DPS. ACC seems to be the most important but how much more important. Using Penals, as the thread is about Penals, how would a VET 2 Penal with 30% ACC/20% cooldown compare to a Commissar buffed Penal Vet0 with 20% ACC/50% cooldown? How would a Vet3 Penal compare to Vet0 Penal with mother Russia? What impact does weapon cooldown have on the different weapon profiles/flamethrower? Having a quick way to check changes would allow for more tactical planning during pushes or allow for better defensive planning.
This is my main issue with mixed model units. Sticking to PF, their DPS retainment along with vision is a bit to much as it allows PF to minimize losses in relation to other assault squads. On paper AssGuards should be better, but since they hit later/have worse vision they can be easily punished. In: COH2 Balance |
Thread: Penals have the worst mainline infantry target size26 Aug 2022, 13:35 PM
I was just commenting on him using accuracy. I agree the modifier on its own doesn't say much, I wish there was a way for the game to show what certain increases due such as acc/cooldown/moving acc/reload etc.. However moving on to total DPS, a stationary PF G43 does 9.418 while moving does 8.266 which means almost 88% of total DPS is maintained. Drops to a bit above 86% with VET, giving a quick look no other weapon maintains that level of performance on the move which is why it works so well in blobs. Again I am assuming Serelias numbers are accurate. In: COH2 Balance |
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