Be careful what you wish for. Some OKW units are almost unstoppable at vet 5 and Allied units must wipe them with indirect fire to fight. On the other hand some vet is not even noticeable (KT vet does little).
Sturms with shreks nearly guaranteed to get vet 5 as long as they survive.
If you think vet 5 is hard to reach on OKW I encourage you to watch some high level play. The Ostwind gets vet 5 in many games, and I have seen at top level play multiple of them with vet 4+ in a single game, not out of the range of reason at all.
Having vet also forces your opponent to dive for high vet level units, so while the unit may die forcing uneven trades results in stronger and stronger map control for the OKW player. For instance, losing a vet 4 Panther but requiring the trade of 3 cromwells is a trade up. Even though the next Panther will be vet 0 he is going to be looking at vet 0 croms as well. Vet is a tool and a resource.
Finally, comparing to Brit units, which have vet accelerators (tanks) or have minimally important vet (mortar pit) is a bad idea. Brits are also in line for some looks at their vet and vet gain speeds.
Pak 43 vet is hard to get because of its high priority for Allied players and its inability to move, not because it is hard to get there. If it does get to vet 5 if effectively means that any Allied tank that wanders into range is going to die, and that means IS2, ISU152, whatever. The RoF is so high and the range is noticeably longer. It also rotates so quickly even a damaged engine is enough to place your tank in real jeopardy.
Profile of Imagelessbean
Nationality: United States
Nationality: United States
Post History of Imagelessbean
Thread: [OKW] unreachable veterancy, veterancy in general23 Feb 2017, 21:45 PM
Thread: Lol shocks.22 Feb 2017, 15:10 PM
18 Feb 2017, 17:56 PMVipper
STG 44 volks are not overperforming.
Obers are more cost effective, but they need vet. Obers suffer right now from not being powerful enough on arrival, and over performing if you manage to get them to vet 5.
The changes I suggested are very, very slight buffs to shocks. Each one would help their power curve be more even. The problem with requiring them to get to range 10 is that they are not able to do so. They need to be able to do so with good micro. Extending their range slightly will help make them more versatile (here we are talking about 5m).
We don't need many buffs on shocks, just a couple of tweeks to make them a high end premium unit.
Thread: Lol shocks.18 Feb 2017, 16:55 PM
18 Feb 2017, 11:28 AMVipper
The issue here is the difficulty in using shocks. For such a premium unit they sure don't feel premium. If our goal is to leave room for assault rifles we could easily reduce the price of shocks. Right now a unit with a huge premium and no ability to merge is just not going to be attractive.
Last thing here is that if a range is very rare, i.e., 10m, for infantry to fight in, then having a unit dedicated to this makes for very niche use. Since shocks are scattered amongst the commanders I would like to see them be more useful.
We are not talking about making them all carry 1919's.
Thread: Lol shocks.17 Feb 2017, 22:30 PM
17 Feb 2017, 09:00 AMEsxile
Before penal buff I didn't see much of shocks, it was all guards. After penal nerf I expect the same or nearly so. The buffs I was proposing mostly addressed the lame vet 1, which hinders scaling correctly, and their DPS, which is ignorable at all ranges over 10.
Thread: Lol shocks.17 Feb 2017, 22:27 PM
16 Feb 2017, 20:54 PMVipper
You are assuming that approach of shocks are at the same speed as retreat of infantry. If your opponent soft retreats this is fine you can keep up, but Elchino has already pointed out the insane amount of micro this requires. However, most players as shocks get close will hard retreat, which means that they will rapidly outpace you. In this case being as close as possible at the first shot is the best solution and one of the reasons to close with shocks to 0 range.
You also should keep in mind that at 10 range, you are talking about a single model. The nearest model maybe at 10, but you have a six man squad. To get the most out of their DPS you need all models to be below 10 range. The only reasonable way to do this in most situations is to again face hug.
In theory you don't need to face hug, in practice, with multiple layers you do.
Thread: Your wishes for the Panther17 Feb 2017, 20:16 PM
The Ost Panther is in need of only a few buffs. Changes to its accuracy, maybe slightly upping its damage vs infantry in the form of MGs. If that doesn't work shift around its vet slightly to allow it to be better out of the box but scale less powerfully.
Of course, not directly related, but Comet needs a large nerf and other Allied tanks need to be examined.
Thread: need an improvement again double mortar pit16 Feb 2017, 18:46 PM
I will try to review this before Sunday. If I fail you will see it done by Torniks by that date.
Just as a warning, if he got to double Comet before you have enough tanks to stop this the game is fast approaching an end because Comets are over performing and in pairs this is extremely obvious. You probably bled out too much to the pits. For the mean time avoid fighting under the pit unless you plan to destroy it, even if this means giving up some map control. More helpful tips to come once I see the game.
In: Replay Reviews
Thread: Ostheer Panther16 Feb 2017, 18:44 PM
Couple of points here:
The game is a game not a war simulator so similarities or differences to real life are fully expected.
Having said that the Panther was designed with a state of the art suspension system to allow it to move and fire on target, this was revolutionary for the time. You can see more about it by searching on youtube for Panther documentaries. They have the old training reals showing the stabilizers in action across uneven terrain.
In any case, Panthers have a low moving accuracy which makes no sense since they are designed in game to attack on the move. This coupled with their long reload means you simply cannot get the job done even when you use them correctly. The panther should be a flanking TD, but it should have good moving accuracy to do this, or it should have really fast fire rates (this is not a good idea). However, we should note that at vet 2 or vet 3 the Panther is a different beast, and so balance for this unit is very close. I suspect if the balance team is allowed to include it the Wehr Panther will be easily balanced by changing just a couple of stats.
In: COH2 Gameplay
Thread: Lol shocks.16 Feb 2017, 18:38 PM
16 Feb 2017, 17:02 PMVipper
There is a huge advantage to continuing to move closer, in that your opponent will have longer time at max DPS. Stated another way, when he tries to get back, which he will, the shock DPS will remain high for longer if they have further to go.
Shocks just don't make sense right now, with their late arrival, lack of AT, and miserable damage at all ranges other than face hugger. Their huge cost and inability to effectively merge with scripts makes them expensive at all points in the game. Throw in that penals are much more efficient and you just won't see them. However, they are still good. Imagine if you could get them at 0CP's as long as you picked a commander. I suspect you would see them every game.
Shocks need a slight buff, they either need to be more survivable to close gaps or they need less punishing DPS drop offs. Changes to penals should also help to make them more attractive. Their extremely lack luster AT won't be a problem if they are truly amazing at their job of AI. Their vet 1 also should be replaced, probably by ranger like vet 1 which makes nades (or maybe just smoke nades) cool down faster.
Thread: Ostheer Panther15 Feb 2017, 17:18 PM
The Ostheer Panther is usually not worth investing in during a 1v1 and 2v2. Only build them if you can have them help you with heavy tanks (IS2 and Pershing). But in general Stugs should do the work for you.
Unit is in need of a slight alteration to help it fill its role properly.
In: COH2 Gameplay
Latest replays uploaded by Imagelessbean