Where do you have those numbers from?
I looked into the game files and Jackson has a reload of 4,375-4,975 (avg 4,675), SU85 has 5,4-5,4. Did I look up the wrong category?
Wind up/Wind down are stats you should consider as well.
Thread: StuG and JPIV Penetration10 Jun 2019, 14:23 PM
Wind up/Wind down are stats you should consider as well. In: COH2 Balance |
Thread: Allied vs axis staying power9 Jun 2019, 14:20 PM
The 251 can somehow see some use from time to time. What it could be touched instead is the reinforce bunker no one ever uses. Make it a BP3 linked upgrade if it's merit to gate it down later in the game. In: COH2 Balance |
Thread: M36 Jackson9 Jun 2019, 14:07 PM
... No, Axis team lost because OKW player was not playing in the same level in that game as the OH, USF and UKF one. -If you float 600/800 munition while the rest of the 3 players are constantly using nades, smoke and commander abilities, you deserve the loss. -If you are not making coordinating pushes and assisting each other, you deserve to lose when the enemy 2v1 you. -If you build the wrong units and recrew units filling popcap which you don't need, you will lose. OH adapts perfectly with triple PG camo shreck when the enemy comp is basically full tanks. Do you need SIX MGs to counter a single Rifle and 3 IS ? SP with shreck are not the most cost effective unit, but if you are facing tanks with 0 AI you might as well help your units to take them down. You might be able to use some of that munition to put mines to help against the tanks base rushing you ? LM died quite long ago. -If you lose the veterancy on your tanks while the enemy holds their own, guess who ends up having a more effective army ? The game could had gone for any side till the end. OKW getting his army wiped constantly was the reason they finally lost. In that last push, if he had more support from his infantry covering his raks maybe he would had been able to save one of his tanks or at least trade with the whole USF tank army, instead of gifting his CMD PV. In: COH2 Balance |
Thread: AT / Raktenwerfer OKW revamp8 Jun 2019, 21:30 PM
I once suggested a slight but radical change: This was already the case before. Old crews from OKW were basically Volks models instead of bad performing support crews. In: COH2 Balance |
Thread: StuG and JPIV Penetration8 Jun 2019, 21:22 PM
JPIV should just be more accessible. In: COH2 Balance |
Thread: M36 Jackson8 Jun 2019, 21:14 PM
https://youtu.be/lhzZ4rL5wjQ Why do you have the need to keep lying about casted games, when everyone can take some time to see that what you are saying is false ? Gonna skip the early-mid game to jump straight to those late game comps which includes the Panthers and putting a timestamp and analysis. First of all: you can't expect to win a high level ranked game when it's clear as day that one of the 4 players is not playing up to it's level. Floating +600/700 munition, throwing out vetted keys units and incapable of adapting the army comp to the opponent is a shortcut to failure. 30': they are basically dead even. Similar popcaps and army compositions OH: Pak, Brum, PV, PW, PG Shreck UKF: Churchill, FF, LM, RE Piats OKW: Command PV, 2x Stuka, 2x Rak USF: 2x E8, Jackson, Scott, AT gun Besides the lower performance in the late game on the OKW player (you won't see his munition drop from 600 and close to hit 800 at times), the key factor where the combined pushes from the allies. You will see the usual 1v1 on each side but Brosras/Capitano were faster on doing 2v1 assist which lead to constantly sniping enemy vetted units. 33': OH PV and Brum are damaged from fighting UKF FF + Churchill and Piats. Piats keep pushing and then USF with 2x E8 (1xvet3)+ Jack, followed behind by Churchill, forces retreat on PV and kills vet 2 Brum. PG kills Jackson. OKW arrives late, when they are already retreating. 37'/39': these are the OKW Cmd PV over-extentions when poking frontally against a 2xFF + Jackson and other tank walls. He is also blobbing Volks but not spending his munitions on lava or frag nades and been forced to retreat by single IS throwing a nade to them. 40': first big throw, both sides. While not been punished on the spot, he sends his damaged Cmd PV forward (supporting units are not there yet like the rak), escapes due to sheer Blitz luck and they manage to kill a vet 0 E8. USF basically forced to seconds later base dive the OKW base to finish the vet 2 Cmd PV losing another E8 on the process. Cost efficient wise, point towards Axis. Vet/late game comp wise, the vet on the command PV is more important. USF had the resources banked as well. He maintains his vet 3 E8 while having 2x Jackson while OKW stays with 2x Stuka. 44: check where each armies are when the Churchill (vet2) goes for the MG. Overextention which leds to it's death (by 2 chasing PV) but look how each team reacted. White Phosphorous to block PG/Grens, 2x Jackson and 2 FF come hot for the kill and finishes the OH PV. Kinda avg/bad trade cause OH doesn't have as much resource banked. PV could had avoid their death if he used the smoke bomb drop. The OKW Cmd PV was chasing a Scott to the enemy base. Proceeds to attack the vet3 E8 while having cloaked raks behind him. Kills it but dies because behind the E8 there are 2 Jacksons, a FF and 2 Scotts which forces the retreat on the Raks. At some point he also lost one of his Stukas. OH vet 3 PV moves after the OKW PV dies, but get's pushed out by vet 3 FF and the other FF which didn't chase down OKW Cmd PV. 47: PV vet3 vs Churchill head on. 2 vet 2/3 FF appear. Forces retreat. Brum appears, forced to retreat. Meanwhile OKW MG, 3 Volks, 2 raks gets punished by mass retreat from 2 Scott and major arty on retreat path. 48: OKW newly Cmd PV rushes towards a Scott while his whole army is on base. Proceeds to get stomp by double Jackson (1x vet3). From this points onward, both Axis players make a huge mistake. Each of them recrews 3 MGs for a total of 6 of them. USF army is basically tanks and Scotts (1 Rifle, 1 LT, 1 RET, 1 Major). OH adapts correctly at least by going 3x PG shrecks. 54': you can see the power of cloaked PGs rekting the vet 3 FF. They can do so cause there's nothing to punish them. Later they also kill a Scott. 57: the game was even again by the heavy lifting of OH. OKW CmD PV chases and kills a Scott. He meets a triple Jackson wall (vet1/2/3). Jacksons chases. The fight is Cmd PV, PV, 2 cloaked raks vs 3x Jackson, Scott (MVP) and LT. Scott smokes the raks, nullifying them. Jackson kills Cmd PV (abandon), losing vet 2 on process. Later the other 2 Jacks kills the other PV. If he had at least 1 of his 3 Volks, another would had been the result. Game over. PG gets punished later by blobbing/assaulting a Jackson while they are getting hit by Bar Rifle, vehicle crew, close range Scott and E8. No munition to rebuild. In: COH2 Balance |
Thread: M36 Jackson7 Jun 2019, 18:13 PM
I suppose if Panzer IVs had bad penetration like Shermans and then you take away the light/economic option by removing the StuG III, then you’d have a similar situation and all you’d see is Panthers. That's not the case. Sherman: 140-120-100 PIV: 125-115-110 Cromwell: 135-120-105 T34-76: 120-100-80 Things that could be touched on the Jackson: moving accuracy and cost. In: COH2 Balance |
Thread: Give UKF mortar emplacement a minor fuel cost6 Jun 2019, 13:23 PM
Same potential damage, but they have different AoE profiles and radius which makes their performance change drastically. Pack Howie basically has a 50% range increase in each of the damage drop off distances (1.5/3/4.5 vs 1/2/3) while also having a slight bigger AoE radius (5 vs 4). The drop off is important, cause that small value change makes it have basically double the area of effect for doing the maximum damage. Same with say the Leig but in the opposite direction, as it has half of the drop off value as other normal mortars. But it "works", kinda, cause it's more accurate and firing faster. The mortar pit at 85 range on auto attack, has limited use which is perfect since only the barrage has retained a bit of it's previous range. In: COH2 Balance |
Thread: KV1 and Churchill can take too much damage6 Jun 2019, 13:23 PM
Is that KV1 RoF value correct ? In: COH2 Balance |
Thread: CoH- the boardgame5 Jun 2019, 10:53 AM
I'm shocked at how well this has done considering it's not online. But then again we don't have many ww2 board games with a well known name other than Risk. Axis vs allies ? In: Lobby |