To make it viable, lets make these changes:
- CP requirement reduced from 3CP to 1 CP
- Price reduced from 520 MP & 35 FU to 520 MP & 25 FU
Agreed? Maybe increase its HP a little bit?
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Thread: M3 Halftrack Assault Group31 Aug 2015, 02:56 AM
The M3 Halftrack Assault Group is a hefty investment for mid game (3CP). The Halftrack itself has HP similar to the Kubelwagen and is vulnerable to small arms fire. However, it can reinforce and comes with Assault Engineers! But that pro is nullified by how easily it can be killed by Volksgrenadiers or Raketenwerfers. To make it viable, lets make these changes:
Agreed? Maybe increase its HP a little bit? In: COH2 Balance |
Thread: Numbers that show that something is wrong in team games30 Aug 2015, 19:25 PM
Idk how you are even putting this as debatable. Are people completely denying numbers? Is raw data not enough to convince someone? This is just denial: OKW Winrates from http://www.coh2.org/ladders/index/2/4/0: Everyone has around 85% winrate with streaks up to +52 USF Winrates from http://www.coh2.org/ladders/index/3/4/0: Everyone has around 57% winrate with streaks up to +8 May I repeat that NUMBERS AND STATISTICS show that Axis winrates are staggeringly high and its right in front of your eyes waiting to either be embraced or completely ignored. Not only does http://coh2chart.com/ justify my case, the leaderboards do as well. And of course, personal experiences. You can check my playercard as well In: COH2 Gameplay |
Thread: Numbers that show that something is wrong in team games30 Aug 2015, 18:55 PM
Are you sure the winrate for 4v4 top 200 axis is just contributed by so-called "axis team game advantage"? Don't forget that in 4v4 top 200 axis play much more games than top 200 allies, which means top 200 axis have been facing more "noob" opponents than top 200 allies. King Tiger? No no no no. Notice how I said "Axis" and not "King Tiger" or a specific unit. Axis can take advantage of fuel caches and extra fuel in team games MORE than Allies can. You know why? Because units like the Elefant and Jagdtiger are meant to really only show up once a game. And its really hard to save up for them because your sacrificing early game. However when you have fuel caches everywhere, its not that difficult anymore. Allies' best tanks are mediums and maybe the IS-2, so they can't abuse supertanks like Axis can. Its mainly an OKW issue more than an Ostheer issue. Every unit they have is just so powerful. The Walking stuka, all their infantry. They have so much manpower to use its ridiculous, they can make gigantic infantry hoardes like nothing. When I play OKW having 10 Volksgrenadier squads isn't a surprise. What I do is spam Volksgrenadiers and then make two Raketenwerfers, and two Ostwinds, and GGWP, cuz there are too many Volks for anyone to deal with. There's just soooo many issues with OKW ugh In: COH2 Gameplay |
Thread: Playing USF is a waste of time in team games29 Aug 2015, 21:04 PM
From http://coh2chart.com/ It doesn't matter what your exception is. I've gotten +5 winstreaks as well. But have you seen OKW winstreaks? +30, +40, +50 winstreaks is a norm for OKW and Ostheer. Go check the leaderboards In: COH2 Gameplay |
Thread: Numbers that show that something is wrong in team games29 Aug 2015, 18:59 PM
Maybe as randoms. When I play with my friends its not so bad. I have no sympathy for 4v4 randos. People always say this :/ Idk why. Okay lets say playing with randoms is stupid and will get you a loss. So playing as Allies randoms will get you a loss more likely than not. But by that reasoning so would Axis right? So why is Axis randoms getting more wins than Allies randoms? Surely its not the players, its the faction itself. Its harder to use, or maybe its simply weaker. I am really anticipating the website to add in AT winrates. They said they are going to be implementing it in the features list. Can't wait! In: COH2 Gameplay |
Thread: Numbers that show that something is wrong in team games29 Aug 2015, 18:33 PM
So I was replying to a dude on the forum talking about http://coh2chart.com/ and I just wanted to share my reply just to inform you guys how uneven the balance is for those of you who are skeptical that Allies are actually in a crisis in 4v4s and haven't taken a look at the numbers: I feel like I am stating the obvious. So for those who are going "great another one of these threads. We already know!" it's not for you. Its for those who turn a blind eye to the situation Finally... someone that appreciates NUMBERS AND STATISTICS OVER SUBJECTIVE OPINIONS. 4v4 winrates: Ostheer = 83% OKW = 88% USSR = 52% USF = 56% 3v3 winrates: Ostheer: 76% OKW: 81% USSR: 67% US: 62% 2v2 Winrates: Ostheer: 68% OKW: 69% USSR: 62% USF: 64% Now, whoever likes denying facts and numbers please stand up and reveal yourselves. There is no doubt there is something blatantly wrong with the faction. Allies are SEVERELY underpowered in team games. Numbers speaker louder than words I'm afraid. Why you may ask? Late game comes really early in team games. The sooner late game comes, the sooner Allies get stomped. USF especially is an early game faction with barely any late game tanks or infantry. All their units WILL die late game. And the maps don't help at all either, very very tiny for eight players. Very narrow, and minimal amounts of flanking routes. It's also very hard to flank when you have four enemy players in a small map with units everywhere. Nothing survives late game axis. .50 cal MG? It will get killed by Panzerfusiliers or LMG grens or Obersoldaten or vetted Volksgrenadiers extremely easily before pinning. Pack howitzer? Stuka'd to shit. M4 Sherman? I don't even need to explain. Jackson? Will easily get killed by Shreks and Jagdpanzer IVs. I can go on. There's just so many reasons Allies is inferior to Axis in 4v4s that I will consider you insane/overly-biased/trolling if you believe otherwise. The same goes for the Soviets. Conscripts just before manpower drain late game and you'll have to rely on ISUs, mines, demo charges, and katyushas to kill off the hoards of OKW infantry because your core infantry can't do shit. You can check my playercard, my most played is Ostheer 4v4... so I'm not biased. Axis is so boring in 4v4 because it feels like cheating. It's like using the money cheat in Grand Theft Auto... like what's the point of playing if its not challenging? You can take a look at the leaderboards too: OKW top 25 players: Everyone has around 85% winrate with streaks up to +52 USF top 25 players: Everyone has around 57% winrate with streaks up to +8 I feel like I am stating the obvious. So for those who are going "great another one of these threads. We already know!" it's not for you. Its for those who turn a blind eye to the situation In: COH2 Gameplay |
Thread: Playing USF is a waste of time in team games29 Aug 2015, 09:02 AM
http://coh2chart.com/ Finally... someone that appreciates NUMBERS AND STATISTICS OVER SUBJECTIVE OPINIONS. 4v4 winrates: Ostheer = 83% OKW = 88% USSR = 52% USF = 56% 3v3 winrates: Ostheer: 76% OKW: 81% USSR: 67% US: 62% 2v2 Winrates: Ostheer: 68% OKW: 69% USSR: 62% USF: 64% Now, whoever likes denying facts and numbers please stand up and reveal yourselves. There is no doubt there is something blatantly wrong with the faction. Allies is SEVERELY underpowered in team games. Numbers speaker louder than words I'm afraid. Why you may ask? Late game comes really early in team games. The sooner late game comes, the sooner Allies get stomped. USF especially is an early game faction with barely any late game tanks or infantry. All their units WILL die late game. Nothing survives late game axis. .50 cal MG? It will get killed by Panzerfusiliers or LMG grens or Obersoldaten or vetted Volksgrenadiers extremely easily before pinning. Pack howitzer? Stuka'd to shit. M4 Sherman? I don't even need to explain. Jackson? Will easily get killed by Shreks and Jagdpanzer IVs. I can go on. There's just so many reasons Allies is inferior to Axis in 4v4s that I will consider you insane/overly-biased/trolling if you believe otherwise. In: COH2 Gameplay |
Thread: How Can I Counter a Konigstiger with the Red Army?29 Aug 2015, 03:28 AM
You don't need to kill the King Tiger. Shoot it enough times to make it go back and repair itself. There is no need to make ballsy moves sacrificing tanks everywhere just to kill it. Kill it only when you have the chance: when it hits a mine or when you have disabled its engine in other ways. Then finish it off. Otherwise just keep shooting at it keep it out of the battlefield. SU-85s and Jacksons are perfect ways to keep it away |
Thread: Playing USF is a waste of time in team games29 Aug 2015, 02:51 AM
pffff its easy man, I win a lot of game as USF, stop exaggerating Your randoms stats: OKW: 130 matches USF: 0 matches USSR: 1 match OST: 388 matches Your AT stats: Axis: 556 Allies: 4 Okay... that is one issue. But you're going to be active in the balance forums with these stats!?!?!? Are you a moron... or? Man people like you don't deserve to sign up for the forum cuz Axis is all you'll play and still say "nerf Allies buff Axis" when you don't even play Allies. In: COH2 Gameplay |
Thread: Issues with OKW22 Aug 2015, 09:42 AM
Wow the amount of backlash is mind boggling. I sincerely apologize lmao. I mean I knew I had it coming, that's why I put that bold text at the end. Didn't help tho apparently. I should've known OKW is a sensitive subject. But anyways, you guys are drifting away from what I'm trying to get across. I said remove fuel/munitions conversions and increase HQ techs and then I provided reasons for them. The reasons may or may not be the best of reasons, but it still doesn't change the fact that there is something wrong with OKWs ability to convert. It's like Close Air Support. The whole concept of converting resources to other resources in my opinion is just completely wrong and adds in many issues into the game. I even dislike the concept of Opel Blitz and Caches. Feautures like these things slightly weaken the concept of map control. If you don't have the fuel points but you have munitions, why on earth should you be able to convert the munitions to fuel to make up for the lack of territories. These things play with the very basics and core of the game. Hmm... let us not forget that TAMPERING WITH RESOURCES RUINS THE GAME. a) Close Air Support/Ostruppen Doctrine Fuel to Munitions Conversion --> Call-in spam + mines/shrek spam b) Lend Lease --> M4C Sherman spam c) Luftwaffe Supply --> Exploit fuel secured maps like Ettelbruck, Lienne Forest, old Semoskiy, etc. d) Opel Blitz/Cache --> Compound munitions/fuel problem in 4v4s e) Soviet unreleased No Step Back doctrine --> Ridiculous early game f) Windustry --> 5 minute T70s, 7 minute T34s Can I end my statement with a STOP TAMPERING WITH THE RESOURCES DAMMIT!!! IT IS NEVER A GOOD IDEA In: COH2 Balance |
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