This is not a balance thread, just testing various SMG units on test map at point blank. I originally got the itch a month or two ago, I was using PPSh Airborne and OKW went IR STG as I kept catching him off guard. Needless to say PPSH got shutdown but I switched to LMG so no big deal. I posted a recent game with 2 scout cars and AssG, OKW this time made IRSTG to counter but it didn't work out as well so I did some testing just to check.
IR STG beat Penal PPSh/Airborne at Vet0, Airborne when both VET3, but loses to Penals with both VET3.
As Airborne need camo to get bonus in real situation the IR detection would shut that down.
AssG/Shocks mop the floor with them.
For the hell of It I tested Shocks vs AssG, at vet0 Shocks win but at VET3 AssG pull the upset more often then not which caught me by surprise. Shocks dominate PPSH Penals, but PPSH Penals can beat AssG when both VET3.
SHOCKS stomp PARAS and Rangers
ASSG lose to Paras and Rangers at vet0, Paras with vet, but goes either way vet3 Rangers.
Edit: None of this testing was scientific in any way shape or form was just testing for fun.
Thoughts:
Even though IR Obers don't really win anything close range their mid-range performance along with ability to negate cover makes them a pretty good choice as real world situations will most likely have at least one squad closing in on the other.
Shocks are beast from the get go, not that was a surprise.
PPSH Penals put out a shit load of damage, they give shocks a run for their money but their inability to get close and clunky upgrade path makes it a nonstarter for most.
Airborne Guards are the weakest if looking from a base damage/durability point of view. However, cloak and smoke can give them the edge although their cloak is the worst. The biggest surprise was even after the PPSH upgrade I noticed that I could give them 2 more weapons. It may never happen but a double LMG cloaked Airborne could be cool.
AssGuards are fairly meh at VET0, but AT Vet3 they gave everything a run for their money except PARAs as a lot of matches had a slim win for AssG or massive win in favor of Paras.
Paras seemed to be fairly good against everything short of Shocks, not good enough with test mods to get a good test with Tactical Advance.
Rangers disappointed me the most, while they did decent I sort of expected them to dominate a bit more since they start off with good Rec Acc, however Soviet VET keeps it closer than it probably should be.
I didn't test Falls too much as they really need their camo to get best performance. They really should not be used outside of cover.
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Thread: Testing various SMG units26 Oct 2022, 20:13 PM
In: COH2 Gameplay |
Thread: Penals26 Oct 2022, 17:27 PM
I believe it is 12 seconds, they got a construction buff to promote T1 last year. EDIT: T1 build time is 12 seconds down from 20. According to COH wiki Penals have a build time of 26 seconds. |
Thread: nerf the fking pathfinder and Howitzer26 Oct 2022, 01:57 AM
I have heard Tightrope and other high level players call it that. My personal understanding is you are supposed to play aggressive and constantly force the opponent to react and any misplay heavily punished. This felt more apparent when LT had bar along with fast 50 cal pack up. The 3 rifleman into LT allowed you to build massive pressure and once Bar was upgraded nothing at that timing was stopping you outside of a PG. 50 cal was ultra aggressive in that you could literally use it like an infantry squad since it packed up/down in a second. From their you were free to choose Stuart or other LV depending on commander. Each step snowballed into the next making it hard to slow down. However if you did stall out the USF player you gave yourself an opening as each unit is expensive to replace and hurts timing into the next if the USF player misplayed or didn’t get enough ROI on say the Stuart or 50 cal. In: COH2 Balance |
Thread: nerf the fking pathfinder and Howitzer25 Oct 2022, 22:49 PM
But as a player you have the choice to choose between any of them before the match starts. If you want to play a more aggressive style you have other better MAINLINE options that can do what we all want Rifleman to be able to do. Your example of comparing a mainline to an Elite was fairly foolish similar to your example of rushing an ambulance. That will literally only work against an inferior player or part of an arranged team. As has been stated by high level players, USF is a snowball faction and losing an extra early unit for a bit of extra staying power is usually unwarranted. The other issue that arises is how well Pathfinders synergize with mid game units also so it’s not just a comparison of DPS. A AAHT is clumsy as hell, but the vision provided by Paths help reduce being caught out of position. All team weapons benefit even if they are not crewed by paths as the multiple squads allow efficient repositioning and engagement planning. This further helps MP preservation and ROI on short window units like M20/Stuart Furthermore, even if you give Rifleman smoke it doesn’t solve the issue that Airborne is the favorite commander due to USF tech issues, hell Recon had to get the Airdrop nerfed as it allowed USF two commanders that could work around their tech weaknesses. In: COH2 Balance |
Thread: Double scout car opening25 Oct 2022, 19:14 PM
Wanted to try a slightly different early build as I haves seen other soviet players use it. Wanted to try a different spin on it in this match as I knew I wanted AssG so I skipped flamers to save muni for quick PTRS/Thompson upgrades along with mine spam. Since I am skipping flamers the goal of the cars is to inflict bleed and use up opposing muni on snares while I retreat to safety and repair. Once CP2 hits throw the ELITE infantry in car and go for chase down wipes or catch units out of position. Went with Double engi to open for fast repairs then Penal into 1st scout car. 1st engagement went my way but did cut it close on one of my engis. We both lost same amount of models but his were Sturms so more expensive for him. Went back and forth a bit and eventually got to CP2, threw a AssG in a car and found my chance. Killed 2 Sturm squads on retreat and beat up VG but lost car, good trade and forced him to build early rak. I poke here and there but once I see his Luchs I switch to PTRS Penals hunt him down and get the wipe. As most of our engagements go my way I start to float MP. I should have hurried up and got 3rd AssG out but I build T3 which didn't do anything for me as I dont usually build LV. At this point I pretty much am in control of my side and he is behind in fuel so I got KV8 and get some kills. WE pretty much steam role them at this point as they don't really have any counters. I choose to try with AssG vs the PPSH elites due to AssG being mixed models squads. If I manage to steal a team weapon I can keep the remaining 3 squads in the car and still do about 80% of the damage vs PPSH squads which drop to 50%. The downside being muni cost so it drops the early game aggression a bit. In: Replays |
Thread: nerf the fking pathfinder and Howitzer25 Oct 2022, 18:59 PM
Riflemen early game is very good and even better when pushed up with an aggro ambulance allowing you early healing and forward reinforcement. It is good compared to what? On the allied side they are only better than IS, Cons can literally brute force a win by swarming, Penal are straight up better early on, both can be backed up by a sniper vs OST or car vs OKW while having access to being Soviet. Pathfinders can also use the ambulance so Rifleman are in a really weird place as they are meant to be aggressive but as others have stated just one getting caught in supression can really mess you up. In: COH2 Balance |
Thread: Thoughts on the M-42?21 Oct 2022, 18:46 PM
Possible changes could include some of the following: Damage to 100 might actually be the ticket. Would make getting 2 worth it despite the cost. In: COH2 Gameplay |
Thread: nerf the fking pathfinder and Howitzer19 Oct 2022, 16:46 PM
This is completely mode/map dependent as I am sure you know. Some maps OST gets the short end of the stick but most often rushing towards certain cutoffs or building with PIO is expected with GREN back capping. Really the only allied faction that can pressure OST like you describe is a straight con spam. Rifles/IS pump out a bit slower and usually aren't spammed as much as CONS. In: COH2 Gameplay |
Thread: Mortar Half Track availability.18 Oct 2022, 18:22 PM
250 behind BP1 and HT upgrade locked until CP2 would be fair as it would give USF/Brit time to get ready. Most aren't rushing a HT in smaller modes so CP2 would help stall them for team games. Early 250 would be rewarded with early Vet which could help HT pay for itself in smaller modes. In: COH2 Gameplay |
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 |
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