SteamID: 13374208008135
Prefered starting faction: Axis
Prefered map: Don River
Timezone: EU
Nah Jks
Steamname: RtN.Albus
SteamID: 76561198022936410
Prefered starting faction: Slightly Axis favoured
Prefered map: Langreskya
Timezone: EU
Thread: Sign up here for the [1v1] SuperCup!23 Aug 2014, 11:59 AM
SteamID: 13374208008135 Prefered starting faction: Axis Prefered map: Don River Timezone: EU Nah Jks Steamname: RtN.Albus SteamID: 76561198022936410 Prefered starting faction: Slightly Axis favoured Prefered map: Langreskya Timezone: EU In: One4One |
Thread: Too many Heavy Tanks23 Aug 2014, 11:47 AM
Your "Resource distribution" will make heavy tanks impossible to attain in all but a handful of situations (When you've already won and your manpower float begins to rise; when you're in your base and you save all your manpower for a heavy). Basically, your suggestion will make heavy tanks useless. Trust me when I say there are better alternatives to flat out increasing manpower and reducing fuel costs. EDIT: IF YOU READ NOTHING ELSE IN THIS POST, READ THE FOLLOWING PARAGRAPH The intention of relic is to allow you to maintain an infantry army while still being able to make heavy tanks. Heavy tanks shouldn't only be allowed to be called in an extremely small amount of situations: It's the intention that if any game lasts long enough and both players are on equal grounds, heavy tanks will be reached eventually. However, Relic also wants to make tech vehicles a viable option and wants to lengthen the bridge between infantry play and heavy tanks so that tech buildings and vehicles are indeed viable (This would lead to an infinitely more diverse meta). Making heavy tanks completely unattainable is not the solution however. The whole reason a resource called "fuel" exists and is required to build tanks is so that there's a way to translate map control into income and so that how much you can tech is actually reflected by your map control. Also, it indirectly allows you to compartmentalize your infantry and tank incomes.
I don't think you appreciate just how much >1000mp on a single unit is. This is upwards of five minutes of straight up saving manpower without reinforcing once or making squads at all. This is 100% unfeasible in an equal matchup: This will make heavy tanks 100% nonviable. Read my response earlier in this post: It covers why Relic doesn't want to make Heavy tanks 100% nonviable.
I don't think condescension is necessary. Also, if we're going to start going ad hominem, i'm just throwing your playercard - for no particular reason: http://www.coh2.org/ladders/playercard/steamid/76561198009261973 Also mine: http://www.coh2.org/ladders/playercard/steamid/76561198022936410 If the IS2 was 800 manpower and required no fuel cost, it'd be just as abusey as the Tiger Ace. The Tiger Ace's gimmick is not that it's vet 3 (The effectiveness of the Tiger Ace is actually around about the same as the K-T overall; actually, it's significantly less in both anti-infantry and anti-tank potency as well as general survivability) but the fact it requires no initial fuel cost. In: COH2 Balance |
Thread: Too many Heavy Tanks22 Aug 2014, 19:23 PM
1) Don't understand what you mean by this point. If you mean what I think you mean ("Tech tanks are too expensive because I'm too busy spending all my fuel on doctrinals") then it's a weird point to make. Whereas you're not going to be fuel starved, you're not going to have any manpower either because you're going to be saving it for the ridiculously priced heavy tanks. There's also a very good reason heavy tanks don't cost as much manpower as that and that's because Relic actually wants players to be able to use heavy tanks without completely fucking over their ability to maintain their infantry core. 2) Well sure. Making them extremely in-affordable would indeed force you to think twice to get them; I don't think the intention of the balance team is to make heavy tanks completely unattainable without flat out sacrificing your infantry. If that was the route Relic would use to make non-doctrinals more attractive than doctrinals then they may aswell take out doctrinals all together because there would be absolutely no point in getting them. Like Wooof said, it would actually be far more rewarding to wait for heavies if you were losing as opposed to winning: The losing player could just sit in his base for a few minutes (defending maybe the closest points to himself at minimal infantry MP drain) before popping one out. Currently, this is what you're faced with when you're confronted with the Tiger Ace. 3)Eh. No. I've played enough Tiger Ace games to know that you need very minimal manpower when you've got an all-in-one-tank clearing the field for you. In: COH2 Balance |
Thread: Any (good) use of the Jagdtiger ?22 Aug 2014, 19:08 PM
He definitely could have done. I guess we forgot D: In: OKW Strategies |
Thread: Any (good) use of the Jagdtiger ?22 Aug 2014, 14:37 PM
http://www.coh2.org/replay/22830/jagdtiger-saving-lost-games-for-days Jagdtiger did more damage in this game than each individual player (42k damage by the Jagdtiger alone). Don't understimate this things ability to completely shut down all allied vehicles. It wasn't going up against T34s either: The Jagdtiger was raping ISU-152s, IS2 spams, one-shot an M5 at one point... etc. In: OKW Strategies |
Thread: JAGDTIGER SAVING LOST GAMES FOR DAYS22 Aug 2014, 11:47 AM
"HELMUTT. WE MUST RETREAT. THERE IS NOTHING WE CAN DO AGAINST THE OVERWHELMING MIGHT OF IS2s, SHOCKTROOPER BATALLIONS AND ISU" The rest is history (And about 42k damage from a single unit ) In: Replays |
Thread: Volks are garbage - Run an experiment vs Cons22 Aug 2014, 10:25 AM
Volks on their own, without Vet, are pretty shoddy. Their DPS is fairly appalling and in a vacuum, a conscript will indeed beat a volksgren hands down, even if the Conscript has to charge. However, this is negated by the fact the OKW also get Sturmpios early game, which can easily take 2:1 conscript squads if placed in cover properly. The OKW also get access to extremely effective doctrinal infantry, such as Falschirms, the infamous MG34 and Fusiliers/Sturmofficer. Don't even get me started on how quickly Obers chew up conscripts. Anyway, even with vanilla Volks against vanilla Cons in a 1v1 situation, once you upgrade to your first tech truck and get access to grenades, the balance quickly favors Volks (Simply because of how effective those grenades are). If you go Spec-Ops/Scavenge, you also get access to the assault-gren style grenade volley, which is insanely cost effective for what it does (10 munitions for a potential squadwipe if your opponent is inattentive). Edit: Volks are worse than Conscripts in an equal engagement. The only way you can trump conscripts with vanilla volks is by blobbing up (Which a Soviet player can do himself). In: COH2 Balance |
Thread: War Cabinet – new strategy and war game21 Aug 2014, 16:32 PM
What the hell? How was this thread allowed to stand? xD The guy has nothing to do with COH and clearly made an account simply to advertise his game. Can't you mods, like, ban him or something? He's getting free-advertising despite not having contributed anything to the community or the game(Company of Heroes 2 I mean: Free advertising has probably given the guy a good £300/£400) :/ In: Other Games |
Thread: Shocks21 Aug 2014, 08:45 AM
1) Squads moving backwards can't fire on a Shocktrooper squad. Also, it forces squads which may otherwise be in a very advantageous position of cover to be forced to move out of that cover into open ground (which is exactly what a Shocktrooper player wants). 2) True, it does. However, most squads left with incoming accuracy modifiers are 4 man squads (Obers, Falschirms) whereas shocks are 6 man squads. Their effective HP is, like, half(This may be an exaggeration but it is something to that effect) of the HP pool of a shocktrooper. These squads are far more vulnerable to small arms and are nowhere near as effective as straight-up charging up to the enemy or executing flanks because they die much faster. 3) Not hugging range. The short end of mid range and short range itself is when Shocktrooper DPS becomes noticeable. Even if shocktroopers start at long range, generally they can force a retreat on single, lone squads simply by charging up against them. The only squads in the game with enough DPS at long and mid range to be able to stop a shocktrooper squad from simply charging up are Obers, Falschirms and Gren LMGs. 4) They're high DPS elite infantry. I was actually saying Falschirms are very similar in role to Obersoldaten with the IR upgrade (Which effectively makes them a short/mid range squad). 5) The fact they have to close in means nothing considering how huge their HP pool is. It's the largest for any infantry squad in the game. In: COH2 Balance |
Thread: Soviets - A core faction discussion20 Aug 2014, 11:31 AM
Guards/Conscripts beat Volks/Fusiliers in an equal-skill engagement. Shocktroopers? Even better. Like, a conscript spam trumps a Volks spam 100% of the time. Conscripts are better at every range in equal cover except at ultra-long (And it's very, very difficult to get long range engagements in 1v1s). Guards school both Fusiliers and Volks hard with the LMG upgrade at all ranges except short when fusiliers have G43s.
Completely shut down soviet infantry? What? Dude, OKW main-line inf is horrible against the Soviets. Volks really don't shut down Guards/Cons by themselves at all. Volks sure as hell don't counter snipers and Maxims if the map is right either. In: COH2 Balance |
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