I'm uploading a video now to show and debunk the bullshit and missinformation on this thread.
Looking forward to it.
Thread: Adjust JP4 cloak range17 Nov 2015, 20:59 PM
I'm uploading a video now to show and debunk the bullshit and missinformation on this thread. Looking forward to it. In: COH2 Balance |
Thread: Adjust JP4 cloak range17 Nov 2015, 16:08 PM
No doubt the DPS is similar. Th survivaility is much higher because of a stupid mechanic. I don't have Relic's data, as you know, but I can tell you from my experience the effectiveness of the unit is much higher than its cost. The effectiveness is the cost of the unit divided by the average damage dealt by the unit, converted to cost by multiplying the cost of the unit damage. DPS is one part, survivability is one part, but damage dealt over the average life span is the other. Bash larger team games all you want, but high ranking teams and well coordinated strategy take the same level of skill (albeit different) as micro in 1v1 and 2v2. Not all, in fact few 3v3 and 4v4 maps have bottlenecks to funnel into. Those maps were largely removed because of player feedback. Double AT guns do not shut down JPIV since it need only fire once and then cloak, at most it will take two penetrating shots, which allows it to easily escape. At vet 5 this unit will have already one shotted your Jackson. AT guns are countered by mortars, you don't need stukas. I only used that to point out how easily in a single player could establish map dominance. Med to JPIV, Mech next, to fuel transfer, to Stuka. Done. At this point he will have field 1 or 2 tanks at most, and he will be hemoraging MP to fight the JPIV with AT guns and infantry getting rocked by the Stuka, and any tank being threatened by the AT. Mix in some off map elite infantry for OKW and you have some really nasty stuff. But any indirect fire will work, and it doesn't just have to be ones you can build, if you push him off and steal a mortar how are you supposed to push this tank off now? The tank can cloak, it can get great vet, I just don't want it to insta cloak without the ability of me to punish it for working alone and without support. It should be a support unit not a spotter or a sniper. In: COH2 Balance |
Thread: Can we have a minor buff to the WC51?17 Nov 2015, 14:29 PM
WC51 is lackluster in a lackluster commander, with limited utility and the rare possibility of being partially refunded. Unit needs a buff, reducing cost would just cause it to be spammed because of retrofit. In: COH2 Balance |
Thread: ISGs are still op AF17 Nov 2015, 14:27 PM
ISG and Pack are both still extremely annoying to play against. In larger team games ISG is still leave and forget unit. Units should fire faster, but not have suppression so they can bleed units they hit, but prevent stopping whole attacks on their own by pinning units as they approach. Queue up multiple attack move orders in a small area, ISG auto faces, done. In: COH2 Gameplay |
Thread: Adjust JP4 cloak range17 Nov 2015, 14:21 PM
Hard to argue with you since you didn't even bother to read my arguments. Is it really theorycraft to say if he goes JPIV that the other player will get some form of indirect fire to deal with AT guns. As you describe it, any discussion is automatically theorycraft since it is based upon hypothetical situations. My point is how common, and devastating a simple JPIV in combination with indirect fire is, too effective for cost. JPIV hard counters tanks, I get that, but that does not mean tanks should not exist when a JPIV appears or that my TD should be completely nullified. He gets a solid AT platform, not one that prevents tank play at the 8 minute mark. Smoke and flank do not apply here because, as I already discussed, JPIV is one of the most difficult TD to flank because of its immense vet bonuses and the plethora of AT options available to the faction. How else would you flank a unit with mobility if not with tanks? Also smoke used offensive, which is literally restricted to Americans, is not excuse enough to protect overperforming mechanics. You make it sound like I have limited experience in this game. I am telling you from a player who uses the JPIV regularly that it is too good. It is too easy to get vet with, and at high vet it is far too effective. In: COH2 Balance |
Thread: Adjust JP4 cloak range16 Nov 2015, 21:40 PM
The other points you raised I think have largely been addressed by other posters. So in this case you seem to assume AT guns, which will still need a spotter to find the tank (now talking about +800 MP) are chasing. What happens if he has a Schwer set up? Or if he calls in a squad out of a building? Or if he has Sturms in front of his tank? Or even worse, what if it is a 2v2+ and they have some form of arty? What do I do now? I cannot use AT guns as my main form of AT since they will be picked off constantly, but if I rely on tanks I lose. You cannot rely solely on AT guns because they are exceedingly vulnerable to everything not a tank at long range. Also AT guns are not a deterrent to a tank that can fire and recloak so fast that at most 1 shot will hit it. Its not like when its cloaked it doesn't have great maneuverability. I get that OKW is supposed to have fewer and better units, but better should not mean units that cannot be killed. Better means units that can be heavy hitters if micro'd well. Right now this tank requires minimal micro. It is a rare game when I build this unit and do not get it to vet 5 easily, that should not be happening. In: COH2 Balance |
Thread: Suggestion: add invisibility clock to hull down16 Nov 2015, 17:11 PM
Hull down is niche because tanks rely on speed in COH2, hence the reason snares work. In real life hull down allows tanks to disable or knock out other tanks without being hit, but this is in situations where one shot will destroy the target. In the game being able to shoot fast is still because a tank will simply back away from an unfavorable engagement. I am still up for hearing what else you might think would make this ability better, as I would like to see it become more useful. Hull down is also rarely used on turretless armored units, but whatever. In: COH2 Gameplay |
Thread: Panther Vet16 Nov 2015, 17:07 PM
ROF buff will make the panther your one stop shop for destroying every bit of armor in the game. Long range TD's, no problem blitz in and blow it away. Medium tank, not an issue blitz in and blow it away, and so on... Any injured tank will not be able to escape because the panther will need only blitz forward slightly and it will destroy the other tank before the other player can make a substanial effect on its armor and health. The low ROF is there because of the high armor and decent health currently, to make sure players without snares can still force the tank back with AT. Without those options if you don't have a snare hit it when it rolls forward no allied tank will be able to disengage from the Panther. Making Panther better with buffs is dangerous, I would rather see its price be reduced slightly. Blitz at vet 1 is in line with the tank's theme of fast flanking TD. In: Lobby |
Thread: Adjust JP4 cloak range16 Nov 2015, 16:55 PM
Couple of things here. You tire me with your fan boy comments. You also cannot use attack ground, as was already pointed out, because the JT will fire at 60 range, you must close to 40, and then when you do he continues to back up since you have to stop to use attack ground. Overperforming units do not get a pass because the faction is weak. How do you hunt down an invisible tank in a faction with the most handheld AT, forward retreat points, and the cheapest and also cloakable AT guns again? JT cloak is stupid as it is implemented. I like the mechanic, but the recloak rate is crazy fast. It is already extremely hard to hit (small target size), has amazing vet, can spot for itself, is relatively fast cloaked, and is available very early. The damage bonus at vet 5 is outright stupid, it already fires ridiculously quickly at that point and with the bonus damage it nullifies everything on wheels/treads. It should receive high accuracy and penetration out of cloak at vet 5. Unit is in need of some changes to its vet, otherwise it makes good sense. In: COH2 Balance |
Thread: [Sov][1v1] Lend Lease: Exploitation of tech free tanks13 Nov 2015, 21:10 PM
First, you need 222's if you see this, one will be enough to get most of the planes, 2 will lock out all fuel planes. Two, if he does not tech he has to wait until 10cps, which should be too long, you should win by then. Three, if he goes con spam, spam MG's, you win hands down. Four, if you think him doing this just build up a couple of Stugs. Those Shermans are good, but they have no chance vs. Stugs. When he gets DSHK's get a mortar, or go commander and get a MHT. Or just bunker down, and force him to build T2. Or get a sniper and pick off those MG gunners. Or, since he won't have any tanks, get a FHT (I don't like this as much because of scripts and DSHK together being able to destroy it if caught out of position). By spending his munitions on fuel he will not have much for mines, and nades, and molotov's. If he does use those then he won't have much for planes. As mentioned by Switzerland your title is misleading, at best it should read "Lend Lease: Does it need to be adjusted?". In: COH2 Balance |