@OP I also lol'd.
The lightest armored TD in the game, with terrible pathfinding, minimal snares in the army, no other meaningful late game AT, literally zero use vs. inf, and it needs a nerf? Is this what we have come to?
Also seriously, mods can you ban Alex? This thread is a perfect example of a larger issue. He is not contributing to the discussion in any meaningful way but the topic has largely been consumed by trying to answer ridiculous hypothetical scenarios. |
This unit is hard to balance. A bigger badder mortar is always going to be difficult to balance. If it sees more nerfs though it needs a cost reduction, it is useful now because you can occasionally get wipes. Remove that ability and it becomes a huge liability without much use. |
It's ROF and penetration are worse than the SU-85. Which I assume you don't rely on to counter King Tigers no?
Mostly because a single AT gun sitting beside the IS2 counters your JPIV is why you shouldn't rely on it to fight IS2's for you. Ways to fight IS2's: Jadgtiger, mines, Panthers, make capturing enemy ZiS guns a priority, C-Panther
Ways NOT to fight IS2s: Shreks, Rackten, JPIV, PIV Battle group, KT.
The JPIV is best used for countering enemy medium armor, if you do get lucky enough to vet it up then yes it will do okay versus an IS2 but the same could be said of the SU-85.
Uhhh...seriously?
Yes I use SU85 to counter KT, if I don't as Soviet and I don't have IS-2's or T34-85's what do you recommend [hypothetical]?
So if you have an AT unit covering another unit can I also have an AT unit covering my unit? You make such weird statements I don't really even understand how I am supposed to respond.
When you say ways to not beat IS2 it appears you mean 1 on 1 with the IS2. I agree to that (ignoring JPIV and KT), but if you just simply dismiss those units then that's your problem. A couple of them together do wonders. Two Rakenten will force off an IS-2 in a hurry. And if they have vet they can do it without losing a man.
Please don't respond to this post I will not respond to anymore of yours. |
If your trying to counter IS2's with JPIV's you going to lose.
I hesitate to even ask this but why would you even think that?
JPIV is stellar against all tanks. It gets good damage, penetration, and ROF. To top that it gets great vet bonuses that buff the tank quickly. If that is not enough it comes out ages before any serious tank hits the field.
If you are not able to use the JPIV to hold off or even destroy an IS-2 as OKW you are not playing well. |
In team games unusable if Germans have:
Elephant, Jagdtiger, more than 1 panther, TA, CAS, stuka strafe in any doc.
So with those limitations, yeah its good. If you are seriously up against a massive blob and they don't have the support to push off the KV-2 it can be really good. Two paks at different angles usually enough to scare it off, if German player willing to recrew paks. If you lose it though gl getting back in the game with your huge mp penalty.
The issue is that the doc is too punishing with its mp penalty. |
The argument that RNades are needed to deal with 6 man squads is also silly. So what are you supposed to do as USF?
Also Grens do great damage, so if you get a flank you will get the maxim. But if you are trying to kill MG's with frontline inf (which are supposed to be controlled by them) then I have no pity for you. Go get your mortar or your amazingly good sniper. Or use your MG to suppress it. Don't come to me and tell me the Grens need to be able to single handily take on an MG. |
Other than your Maxim squads screaming grenade at the top of their lungs yeah you have no warning. The maxims reposition time makes avoiding standard nades fairly easy, which is why the rifle nade is so good.
I do support as mentioned earlier that squads grenades range should be halved or disabled once suppressed
Are you serious?
You think an audio cue is enough time to move the maxim squad out from under the grenade. I hesitate to suggest this, but feel free to try to move it that fast and post a replay of it working. Also please post the number of times it did not work so we can have a fair comparison.
You think I don't know how to dodge grenades? |
This discussion has nothing to do with unsupported maxims.
A maxim cannot be used as intended because Grens hard counter them even though maxims should beat Grens.
USF smoke does not kill MG's. It just forces the axis player to micro, its a mciro tax. Rifle nades have no micro counter, you fire outside of visual range and I lose men. |
Defenses are not present in many factions, are time consuming to set up, usually easily destroyed, and some are even locked behind commanders. |
Because their original design was, whilst a cool idea, absolutely trash when implemented into CoH2.
A faction designed with enormously powerful units and defenses that only has to hold 1/8th of the map for half an hour to win was boring and stale in 1v1, and utterly ludicrously broken in 4v4. Frankly, the latter problem still exists, largely in part thanks to the lingering faction design elements still present since the beta.
A lot of the reason it was boring was that it was the utter height of the (oddly ahistorical) 'axis win if timer goes past X' philosophy that we've been fighting with Relic to avoid since the beta of CoH2's eastern front. Either you bashed your head against a wall until it fell on you or you wiped them in the first 10 minutes. It's the FHQ gambit's frustrations only represented on an entire faction in multiplayer.
A lot of design choices that seem good for the original concept have just stuck around with no regard for how they function outside of that. And a lot of them are sorely in need of fixing.
Reinforced wire form T0 initial units, for example. When your entire livelihood requires you holding a small chain or territory with a truck in each, preventing ugly flanks is a necessity. Reinforced wire = able to lock down better, good job.
When you're now playing as a normal faction with a faux 'fuel starvation' and units out of the wazoo, it's dumb as all hell, but it remains.
The Schwerer HQ is pretty much the pinnacle of this. Every other faction has to spend to tech and that's that, if you're USF you get a squad rather than a base building. The OKW, as a faction requiring holding a chain of ground to a fuel point, needed a deterrent, an AA option, and a way to hold down their ground.
Now they're just a normal faction with a faux 'fuel limitation', they get to tech and, for free, cut off an enormous swathe of map via choke points to the enemy from their first 80 fuel generated, demanding a huge investment of time and resources to kill even when unsupported unless you have tanks at least as heavy as a T34. And it's dumb as hell.
Allowing your core, front line infantry the best handheld AT weapon in the game and fantastic vet made sense when they were never going to be getting tanks and needed to be able to hold them off their trucks. Now... you get the idea.
OKW suffer from being a faction designed to work a completely different way shoehorned at last minute into a different role without anybody thinking that, maybe, you should take away all the super special toys they were allowed to keep themselves alive with only a tiny area of the map now they can contest it all.
Great post, and deserves to be brought back to the conversation because we got way off topic. |