not really...
You can test them...
They aren't as devestating but clumped squad takes massive damage. Have had squads die to well placed Ober in retreat path.
Posts: 611
Thread: Why don't axis factions get access to demo charges?1 Nov 2022, 20:25 PM
They aren't as devestating but clumped squad takes massive damage. Have had squads die to well placed Ober in retreat path. In: COH2 Balance |
Thread: Why don't axis factions get access to demo charges?1 Nov 2022, 18:52 PM
Obers booby trap is pretty close. In: COH2 Balance |
Thread: Testing various SMG units31 Oct 2022, 17:06 PM
Yea, that is what I was noticing as I was messing around it just seemed to further reinforce what I would experience in game when ever I tried to use Rangers/Para Thompsons. That is part of the reason I was surprised to AssG being able to beat Shocks/Rangers with vet but I guess that shows the strength of mix-model squads with single LMG squads being the most extreme example. Part of the reason I specifically used Grens was the issue numbers can't really explain. As all LMG have focus fire it really hurts scaling of short range units, especially late ones like Rangers. Having good RA is nice but since the damage gets focused on a model, bleed can easily set in as usually Grens are gonna outnumber Rangers. For everyone reading, I am not asking for buffs or nerfs just testing and trying to explain to myself what I am experiencing in game. Your -29 for 40/-23 for 30 is great as I think it helps others(and I) quickly get a feel for matchups. I think this is probably the biggest reason why VG feel so lack luster. They not only get a really weak acc bonus at 30% they also get a fairly bad RA bonus of -23%. So even if they were to pick up a better weapon(MG42) instead of their STG they would still lose in terms of scaling to Cons/Penals/Rifleman/AIS as they are already designed to be matched up against LMGs.(Did not include regular IS as their VET is worse but getting bolster plus weapon racks makes the comparison really hard to make.) This also shows why most mainlines seem to scale so bad compared to Cons. Despite having the worst starting RA they end up with a final RA of .71 and a great 40% acc bonus from vet. So against Volks, they perform better offensively and defensively as the game goes on while costing less upfront and overtime due to reinforce. Throw in a weapon upgrade such as SVTs for earlier power spike and it gets pretty ugly pretty quickly. All this seems to apply to Grens also but Grens at least get to keep good offensive performance while losing defensively. In: COH2 Gameplay |
Thread: Can I get some advice? Trouble fighting 4x USF Airborne.31 Oct 2022, 14:29 PM
I was mainly responding to question 5. I am in general not a fan of multiple LV as the micro is intense. If the map has safe fuel for both sides it is a hard no. If the map can be contested or you have control of both fuel it is a case by case choice. However, if I remember correctly you were doing great with the schu mines so getting another LV might negatively impact that. GG In: Replays |
Thread: Testing various SMG units31 Oct 2022, 14:06 PM
In: COH2 Gameplay |
Thread: Another Double scout car into AssG31 Oct 2022, 00:40 AM
Started with Penal this time for some fighting power. Early Double cars didn't do much but they did a good job of keeping each other alive when snared. As I didn't go flamers it took a bit of time to get AssG rolling. However got two Fussie wipes at once might have been able to get 3 but ally LV messes with my pathing. I was actually setting up OKW for another large retreat by capping bottom left side of map and then keeping low health Penal around. He started to chase me setting up for long retreat path however on my way there I saw his RAK and decided to kill it instead. Lost both cars but as I now have AT gun I decide to go KV8 rush. It does OK, I lost it kind of quickly due to Rak spam and flame drop not landing good on axis. My next flame call in makes up for it as I wait for ally to force axis retreat to forward healing and I call in flames as he gets there. Wipe 2 more squads. Axis finally get going as they get their bigger tanks. And push my side hard. I lose some ground but I do trade a T34 for P4J but bad SU85 control kills ally comet. Axis start to push middle and left side of map hard but as they are really behind they have to over commit allowing us to punish them with arty and mortars. We eventually grind them down to 0. As they were an arranged team I had to be extra careful with my cars, not best map for it but early on I had around 2/1 KD so they did pay off. Lost a few squads to great nades from axis, tried to be aggressive but it back fired. USF did great job applying pressure, Pershing did work Obers are killing machines In: Replays |
Thread: Testing various SMG units28 Oct 2022, 20:34 PM
The whole statement is specific to JLI matchup. JLI sniper crit ignores the armor as I was explaining in the test. Aside from that specific match up they are the best. EDIT: please reread the whole post as it has nothing to do with the rest of the thread. It was about a test I did for shocks vs JLI and my personal experience playing against JLI with different SMG squads In: COH2 Gameplay |
Thread: Testing various SMG units28 Oct 2022, 14:07 PM
Why is it 1.04? Isn’t the base value .8 so the vet would be 1.12. 1.04 would be exclusive to Vet3 Airborne and Vet2 Penals right? Sorry for weird formatting on my phone. With respect to what you said about Rangers, it doesn’t make any sense to me. My example with regards to VET was specific to AssG. They both use Thompsons and Rangers have 1 more Thompson so technically the ranger is the more short range focused squad. This is apparent in their Vet0 performance but Vet3 evens this out quite a bit which as we both agree is due to Rangers inferior vet. Paras winning made sense as on top of the 4 Thompsons they get 2 elite carbines that also perform great at close range. Also Thompsons are the best allied SMG by quite a bit they were given better mid range compared to the rest because it was a massive nerf when the gun was first released. Back from Sept 2015, will update if I find more recent comments M1 Thompsons Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps. In: COH2 Gameplay |
Thread: Testing various SMG units28 Oct 2022, 13:55 PM
Had another issue that has been bugging me for a while. JLI vs Shocks, does the armor help vs the crit shot. Test was JLI squad wiped to last model so only G43 shoots and set to invulnerable. Shocks at max range, so JLI don’t miss as they have better acc at range, health set to 70%. Each shot hit and sniper crit kill. Did it twice so 12 models, can do it more if needed but I would have expected armor to help at least once. I have gotten into arguments in game about this as the average thought process makes sense. JLI are weak short range, Shocks are best short range squad. However in my personal play they just seemed to drop so fast. As the crit seems to be tied to hitting or not, Target size is most important followed by squad load out. My personal experience fighting JLI for Soviets my SMG suggestions PPSH cons - can literally sprint closer to get into mid range where the G43 acc goes down, has 2 model buffer so high damage can still be done Partisans - can move in cloak so they can get in position and minimize losses Airborne - can cloak but not move so it’s is more defensive will lose effectiveness in a charge AssG - mix model so has a 3 model buffer so will retain most of its performance in a charge Shocks - high reinforce and worst target size with vet(partisans) mean you will bleed hard I have also found smoke to be a bad idea as JLI can simply relocate and recloak USF Paras - have a two model buffer so they will do fine closing in, due to bad target size even with Vet JLI will perform will on approach Rangers - only one model buffer but great starting RA allows possible approach without taking crit shot. When both JLI and Rangers are vetted, JLI will still hit at max range but fall of shortly so a hard push really allows rangers to shine Commandos are probably best SMG squad as they can get in to optimal range without taking any damage In: COH2 Gameplay |
Thread: Testing various SMG units28 Oct 2022, 11:57 AM
Yea your right, was over thinking it for a second. If we had something similar but had modifiers to change target size and another to change cover it would go a long way to explaining to the community how certain weapons work. For example, IR Obers/JLI vs Vetted cons. Changing the covers could show how strong the unit is and help understand what your seeing in game. In: COH2 Gameplay |
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