Well, that's a little strange to say. You do have to play a few rounds before you get players that will actually challenge you. I have the same opinion, but I've played axis games and they were a snooze fest, especially team games. I had several games where I literally did nothing and my teamates all bezerked out 3v4 and succeeded. When faced with strong adversity my teamates will hang in there as axis. As allies, they quit quick. Talking about randoms here. If allies was easy, I'd play axis, like I did in coh1. I like the challenge. |
Wait, the M6 tracks vehicles?
Hm. I'm surprised it isnt used more, then.
Destroy tracks, yes. I lay them frequently. It's the most reliable way to stop panthers in team games. Then priest finishes the job if that player has not prayed sufficiently to the rng gods. Everyone makes stuart though, that's likely why you don't see many m6 in 1v1.
Gotta love dummy teamates that decide to fight on the mine, get disabled, lose encounter, then rage quit. |
Do you have to attack ground with the pak43 or does it just auto attack through the world? It kind of sounds like it's just auto attacking through the world. It would explain how I've been nailed through buildings and hills a few times.
Funny thing, I tried using the scott barrage on a pak43 from max distance. You guys aren't going to believe this, but that anti-tank gun nailed my artillery unit at max range! Must be rng or l2p, because artillery is supposed to hard counter an atgun, we all know that.
Axis have little trouble taking out 17lb too. I've watched the standard response, which works great. OKW just uses 2 leig. Ost uses mortar and/or pwerfer. A few times I've even seen ost use a flammenht with good micro. The british emplacements were already nerfed quite a bit, since we all had ptsd from coh1 nightmare sim city games. |
It's ok to say l2p. l2p does not fix balance issues though. The players at the top are better capable of adjusting to imbalance, which is why they are affected less than someone that is still near the bottom of their learning curve. From relics perspective, new players should be significantly more important than the top 5%, because the new players bring in ALL of the money. The top 5% only brought in money when they were not top 5%. It does not serve the community well to have allied noobs getting trashed by axis of noobs of the same skill and vice versa. The sociology in this is extremely important to success. |
I think it shouldnt auto attack through shot blockers. Manual selection or attack ground should be required if it's going through a shot blocker
17 pounder should also be able to do that, and Pak43 should have similar survivability + brace imo
this |
It's really an exploit and the easy way you can tell this is when you see a pak43 is build in front of a shot blocker most of the time. Players exploit this with many other tools too, but the pak43 is one of the most lethal.
Even tossing grenades over shot blockers like hedges doesn't make sense. At best these soldiers had radios. Can you imagine hearing that request come from command? "Toss a grenade over the hedge". Yea you could do it, it's easy to do that. Could you nail the whole squad tho? I think you'd be lucky to even get it right to where you hurt anyone(in most of these situations). It's a very unrealistic part of this game. |
Havent used or had this tactic used against me yet. However i hope the balance team dont just straight up nerf scott or pathfinder, i think its good that USF players are actually using combined arms for once instead of blobbing riflemen/officers like most do in team games.
Don't worry they won't nerf scott or pathfinder. They will nerf scott and pathfinder. |
I heard you like to run around the map with shrek PG's. Try it with USF and see if you get as far. |
If the 57mm gets stronger, it's price must also rise |
What's your solution then?
Lowering P4Js armor? The unit is fairly balanced for cost and timing itself (at least in my opinion), so the only way that should work is with a simultaneous cost decrease. Which would basically make it an Ostheer P4.
Increasing the 51mm penetration? Screws over other targets as well.
Increase the ability's pen gain? Basically same as above.
Look, I've been arguing for redesigning USF's AT options including the ATG for long now because in my opinion the current system only forces USF into a Jackson.
The biggest difference to the situation P4 vs Jackson is also the scope of the changes: Making the Jacksons thin armor a little bit thinner is in line with the unit and almost exclusively affects the P4 and the Puma. The armor nerf was done to ensure that good positional play is important and finding someone out of position is rewarded.
Should you have been rewarded in your video? Yes, surely. But changing any of these two units to guarantee the penetration changes way more than just those two units.
Which units exactly would be negatively affected by a high penetration at gun? It wouldn't happen to be even bigger tanks than the p4, would it? God forbit at guns(all of them in the game) do their damned job and penetrate armor. Coh1 had shells bouncing too, but not like this. Any tank you had did not dare be on the receiving end of an at gun. Now in coh2 we have units hard countering their counter. That's not to say heavy tanks should be immediately wrecked by a 270mp weapon, but it should be good enough to at least deter the player psychologically and wreck them if they make huge mistakes(as in that video).
You know there are cases were allied weapons had similar performance. Those of you that have been here with us since release know the power of the kv-8. Could not be stopped by atguns. It was changed eventually, because it countered it's counter. |