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Thread: nerf the fking pathfinder and Howitzer16 Oct 2022, 18:22 PM
My biggest issue is the stall between the 3rd rifleman and the LT/CPT. That shit literally fucks up map control as it allows the OST player to muscle you thru sheer numbers. Nothing at that time is useless for OST so you get a situation of effectively 3 Rifleman vs PIO/MG/3 grens with the 4th Gren hitting at the same time as your LT. In: COH2 Gameplay |
Thread: Thoughts on the M-42?15 Oct 2022, 14:51 PM
Maybe 200MP like you said. Right now 2 are needed to do the job of 1 ZIS but there is a MP and micro penalty. I don't think you can buff their performance to much as good placement can lock out all LV which can really mess up the opponent. With VET they can take can reliably bully Ostwinds, P4 and up they gonna fail which is to be expected. EDIT: The other issue is the ZIS is just so good for the price. In: COH2 Gameplay |
Thread: Another AssG game12 Oct 2022, 21:30 PM
Game started fairly off, wasn't sure if I wanted to make sniper or not and as there where 2 OST I wasn't trying to make scout car. Finally saw ally with Sniper so I didn't want us to be to far behind infantry wise. OKW pushed my gas and I looped around to try and damage as much as possible. Ally came thru and killed Sturm on retreat while I killed another VG. Had momentum and decided to go for AssG. Allies are doing great job of hit and run along with sniper shots so we eventually get severe pressure on both gas. He makes a flak which slows me a bit but I am massively ahead in gas so I just try to hit different angles. I get his Schwerzer out of position but instead of taking it out from far I try to kill it with satchels. I end up losing an AssG and lots of manpower from retreat path. Would have been a GG moment. I keep him boxed in but his army is starting to come together so he eventually decides to push me after an arty barrage around the 22min mark. HOWEVER he makes massive mistake and goes over ICE. Never go over ICE. He loses his P4J which lets me open up my build for a 2nd Katy and T34 spam as I will have army superiority. Allies also spam Katy and howis and we punish them as they are heavy tank stalling. Ally does good job with KV2 and I spam flames and fear propaganda to setup barrages. We eventually grind them down. In: Replays |
Thread: Soviet partisan doctrine 6 Oct 2022, 18:36 PM
The unit load out is a bit weird when it is upgraded. It’s kind of strange that the PPSH upgrade gets both DOT/HE and AT gets snare plus AT weapon. Not sure why but it bugs me, I feel PPSH should get the snare and it would be a way for Penal or Support weapon player to have access to a snare squad. As it doesn’t”t require tech it could be very appealing. AT upgrade getting HE would allow for some AI capability against unsuspecting squads as Partisan cloak is better than Airborne cloak. It would also standardize and make it easier to balance around PPSH cons/SMG VG power levels. In: Lobby |
Thread: Soviet partisan doctrine 5 Oct 2022, 19:01 PM
Lets take a step back because both units got the first strike bonus at VET2. Overall, AT partisans are worse then they used to be. Unlocks the "Concussive Trap" ability. +10% penetration. +30% accuracy. -16.66% received accuracy. +50% accuracy when firing from camouflage. +10% accuracy. +20% reload speed. -23% received accuracy. So they don't need to rely on camo to avoid damage, it didn't matter if first strike was better as it got both acc and damage. Also I don't understand how the bonus ACC is better than faster reload. The partisans should be able to shoot from around mid range distance so I wouldn't expect them to miss the first shot. It is the 2nd shot that matters late game as shreks take quite a bit longer to reload so the 5 sec acc bonus is useless whereas the bonus reload could be the difference between the vehicle getting away or not, especially if the unit is vetted. I get what you're saying about player preference, its just an idea. Do you remember if it was 2 or 3 PTRS? As my idea is to avoid using the Penals as the AT unit with a cheap alternative. Thus allowing more synergy with T1. I think if players got a chance to try out a triple PTRS cheap camo unit they would like it as I believe the old Partisans had the old PTRS before they got major buffs. In: Lobby |
Thread: Soviet partisan doctrine 5 Oct 2022, 17:43 PM
I said they scaled bad and had bad final RA which means vetted RA. Cons with VET are .71, Penals are .77, CE are .77 and finally Partisans at .83. These 3 units are available before Partisans so they have already started vetting. To pull off a few of the things you mentioned requires a significant micro payoff to work while having a high chance of squad loss due to bad RA and small squad size. Also 10% penetration was Vet2 for Tank Hunters, at Vet3 they got a 20% reload bonus along with another 23% to RA according to the Vet Guide. A lot of what they bring Soviets don't really need as T1 can get sniper plus flare for vision and T2 can get mortar flare. You can go Tank Hunter doctrine and get a better AT cloak unit and like you,Katukov and I said the other commanders are just straight up better due to reasons you and I have stated. I find the commander really only needs small tweaks as it could potentially synergize nicely with T1 start. Switching out Anti-tank ambush for Tank Hunter Ambush along with changing the AT upgrade to Triple PTRS would go a long way to making it more useful. Radio Intercept - Naturally lends itself to T1 start and helps keep the player aware of any possible counters to sniper/scout car. Tank Hunter Ambush - This would buff the commander a bit since it doesn't get any premium tank, fits in with the quick hard alpha strike of the commander. AT switch to PTRS- Shreks/Zooks are horrible inside vehicles so doesn't really help to much so they force a more static play form Partisans. Using PTRS would allow Penals to remain AI focused while the cheap unit gets placed in car for LV hunting Spy Network/Mark Target - This is where the PTRS will really shine. In team games or 1v1, Spy network could be used to locate weak high value target like damaged tank or rocket arty. A PTRS Squad could spawn closely, upgrade and once spotted with vision Mark Target along with initial volley could take out unit in one or two salvos. At max range Vet0-2 I would expect the PTRS to perform better out of camo and similar attacking from camo. The Shrek wouldn't have the same reliability until VET3. In: Lobby |
Thread: Soviet partisan doctrine 5 Oct 2022, 13:51 PM
Can you explain how I am wrong? They start with Kar98k, 4 man with option of either PPSH or Shrek. Base version has the worst final Soviet RA an no utility. PPSH gets 5man buts still had the worst durability/survivability of all Soviet SMG squads while only having a frag nade as a postive over either PPSH cons/penals. They have less utility compared to Cons and significantly worse squad damage compared to Penals. Only at VET3 along with camo bonus will they hope to deal Vetted PPSH Penal damage. Their increased molotov range at vet3 is worse compared to cons throwing speed vet, the animation takes so long that the range buff isn't as helpful. Penals are a better inf based AT squad as they can bully every LV without fear of RNG causing a miss. This leads to better synergy with scout car as PTRS inside of scout car can chase down any LV and even give tanks a scare. AT Partisans will miss and they only get 1 at weapon while also to my knowledge losing the 20 Reload Vet they got under TANK Hunter Partisans. In: Lobby |
Thread: Soviet partisan doctrine 5 Oct 2022, 09:33 AM
That’s what I am taking about, the rework was done to adjust all infiltration units but Paritisans were hit the hardest since they no longer come with stock PPSH and scale horrendously . So you have to use it a more conventional strat which causes the commander to fall flat on its face. They could have given the commander Booby Trap, Scorched earth or something else to try and make more use of Partisan infiltration In: Lobby |
Thread: Soviet partisan doctrine 4 Oct 2022, 11:35 AM
i have not seen this doctrine around at all in the last ~60 days I think it has more to do with better options being available. For me, the two strongest abilities are radio intercept and mark target. For Radio Intercept, there are other commanders that all seem to be better top to bottom. Advance warfare gives you T3485 along with PPSH and loiter, infantry repair is ok but your army is mostly cons anyways so it has use. Armored Assault gets you T3485/IS2/Repairs/Loiter which is all useful but lategame focused while NKVD gets you AT Overwatch/Commissar/Scorched Earth. In 1v1, NKVD is quite powerful as the commissar synergizes well with T1 start and AT overwatch is godly. Looking at Mark Target, the other two commanders that get it have Guards which synergize well along with a tank upgrade. Guard Motor top to bottom is better in everyway while Mechanized Support can be difficult to counter in team games. Looking at the rest of the commander, the abilities seem to be lacking. Partisans feel like slightly better cons to start but quickly fall off as their VET is fairly bad. IF you want an infiltration squad, Airborne Guards are in two significantly better commanders. Airborne get PPSH for free while also having 6th man/significantly better VET and only have to wait one more command point. SPY Network is nice but got nerfed to only help the USER not the team so anything with some type of recon is better for the team in team games. Finally, Anti-Tank Gun ambush is extremely meh for a command point in such a weak commander. Maybe if it had been swapped out for Tank-Hunter Ambush it could have lead some strong synergy with the other abilities. In: Lobby |
Thread: shooting backwards?3 Oct 2022, 16:47 PM
Makes sense. thanks In: COH2 Gameplay |
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