Panther has armour of Pershing, penetration of Pershing, faster than Sherman and better acceleration (even more so with blitz), fires faster than Pershing, pintle MG upgrade for AI.
Furthermore, Panther has enough survivability to dive most tanks on close range so that you don't even have to press "S" to stop the Panther, and if you fail to press "S" when engaging tanks with a tanky, 50 range (10 more than mediums, 10 less than squishy TDs) Panther, then you really fail at Wehr.
Brumbar has 5 range less (35 range as opposed to 40 on mediums) than medium tanks like Sherman and it drops a bomb that wipes squads easily and bleeds any infantry in it's range.
Which self spotting TDs are you referring to? Jackson has 60 range and 35 sight meaning he has to be damn close to fire on it's own without any infantry to give vision (and USF lacks sniper to spot in camo)
Firefly as well, 35 sight
SU-85 also 35 sight with possibility to greatly reduce the cone vision in favor of further sight (only viable if you already know that there is a tank at just the right position).
You know which tank is self spotting? Brummbar, 35 sight, 35 range.
If you fail to utilize Wehr's units and vast possibilities, it's your own fault. I don't think I've had games around my rank (64) where OST players struggle. Most struggling usually comes from soviet players that decide to go penals build, at least in my experience.
Thats the point. Ost struggles at 1v1 and 2v2. Since in larger modes it is easier to come to the late game, without having to relay heavily on t1 units |
I hope Minsk,Moscow,Charkov and Lierneaux will be removed. I never understood why these maps stayed but Ponary Forest was removed.
Those were my suggestions as well. Imo by far the worst offenders. Poltawa would be my number 5.
Rails and metals - while being boring sometimes - isnt the biggest. |
Since we can vote for a map removal, i figured, that we open a discussion thread. |
OKW 4v4/3v3 perspective here but the problems are not so different imho. Devolves into 1v1s or 2v2s in bits of the map. To save yourself suffering I just recommend Alt+F4. There is no situation in which your Volks can outshoot tommies in comparable cover stock for stock, squad for squad. Even SP ambushes are often turned against you due to that IS dps and 0.8 model size. No point going into detail about Vickers spam, I’m sure your psychological wounds speak enough.
I could only suggest the OKW rushing ISG after their 4th inf squad, to punish them for excessive MGs and punishing them for lack of a mobile nondoc mortar. I concur that it’s a lousy matchup and having a UC dodge 3+ raketen shots is infuriating
I have the feeling, that it doesnt matter what the okw dude does. 2 Ostheer on the otherside is pure joy. 2 Snipers can do quite some work. |
Hey guys,
in my current 2v2 games (me playing ost) i get 80% of the time okw teammates. Everytime i play vs. 2 brits okw dudes get butchered hard (around 40/120 K/D) while i am around 1 for 1.
Does OKW struggle vs brits, or am i having bad luck with matchmaking?
Any tips?
Rankings are between 50 and 150.
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there has been people who claimed their Tiger was shooting a lot of shots against inf (blobs) yet the Tiger got 0 or 1 kills.
there has been people who claimed their Tiger was shooting a lot of shots against inf (blobs) yet the Tiger got 0 or 1 kills.
It is not a claim. It is a fact; even though i made the mistake and didnt save the replay. Call it RNG, call it bad luck. But it is sth. that will occur more often, since it might deal damage to the squad, but isnt capable to finish the job in a shorter time period.
Id take the comet anytime instead of the tiger. MOre agile and higher AI output traded for slight worse AT and durability.
Lastly, i am aware that neither my missing replay nor your one are able to draw a clean picture, since they are a way too small sample size.
It makes me wonder, wether the cp nerf for heavys were too hard with the other nerfs. 10 cp might have been a better option.
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@Katitof and Ullumullu:
Next one who goes for personal attacks gets a ban.
This is the kind of moderation this forum needs. T(h)anks man!
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THere arent and thats why everyone comes back to coh2 no matter how tilted they were. |
It does have 0.75 moving accuracy but accuracy is not used when facing anti-tank guns or infantry. Also it has 7 speed which is indeed fast, but it's the same speed as units like the T-70 or the Stuart or the Cromwell.
It's a doctrinal unit, it's supposed to be good. Adjusting it further has to be done in a careful way. Nerfing its hitpoints to 400 so that it can get snared with one Faust would be a huge nerf. I would prefer baby steps and remove its oppressiveness (the fast call in and re-call in times) first before going after performance (which always has a good chance of ruining the unit).
I dont wanna derail this thread; but can we get 5 cp call in puma back limited to one? It is a doc unit and suppoesed to be good. |
Introduction
So I would like to discuss the rocket artillery, ideas behind it and how it fits the game, from my perspective.
I dont want to point towards any specific factions, since all of them more or less can abuse rocket artillery and be abused by it. Some more, some less.
To make it simple, there are only two types of rocket artillery in the game, the first one is being Stuka and the second one the rest.
As I see it, rocket artillery is suppose to be:
- Area denial
- Blob punisher
- Defense breacher
Problem is it usually results in wipes, which cant be avoided. Even if dont blob, even if you retreat the second you hear the salvo, it still wipes, resulting only frustration among players.
Loosing high vetted unit to a lucky rocket which hits you in the middle of the squad on retreat, is painful. And it become even more painful, when you realize that loosing one or two vet units may result to a loss of the game itself.
Problems are less persistent in 1v1 but become more and more present in a teamgames.
Suggestion
Right now all rocket arty deals 80 damage on direct hit, meaning it will always kill a model if it hits.
My suggestion is simple - lowering its damage to be 70 or 75 on direct hit and maybe applying suppression just like panzerwerfer, but without pinning.
What it will change:
Full HP squads wont be one shotter, but would be left almost dead, anything shooting at them will almost instantly kill them.
Why I don't think it would make it weaker:
- Blobs will still be destroyed or left crippled to be finished off by other means + suppression would counter them even more.
- Support weapons would require to be pulled off to be healed or again face annihilation of anything attack them
- If any kind of unit, won't be fully healed it will be possible wiped just like before.
- Players will still be required to fully heal their squads, meaning you will be delaying your enemy
What improvements it will bring:
- No RNG wipes, if properly retreated your full HP squad won't die to random rocket.
- It will be more tactical, you would either have to fight the enemy before to lower HP of his squads before using arty or catch him on his retreat path.
- If a player still wants to play using rocket arty, he would have to build two of them and shoot both of them at the same time at the same place to wipe anything that has full HP. But this will come at the cost of population and resources
- No more RNG blaming if you get your stuff wiped, only you to be blamed. All risks are calculated and predictable.
- Instead of click and pray RNG, players would have to aim at retreat paths and look for momentum to use barrage.
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And now stuka zu fuss.
Honestly I think its outdated badly. Its main balance comes from the hands of whom is using it. In right hands its the most OP arty in the game (shooting at retreat path) in wrong hands its easily avoidable and predictable.
I would rather see it shooting 3 rockets in the small circle, but its just my opinion. It feels like, originally this unit was created as a *cool feature*, rather then something that fits the game.
Nice first post.
Imo arty is fine. Removing every onuce of rng doesnt suit the game. this is what makes coh2 fun. |