Pak is nice because of fire rate. As it vets it can easily pick off tanks.
Zis is still useful, but annoyingly slow fire rate and so vulnerable.
Pupchen is pretty sweet, I always steal those, but would build 40's if I could in OKW.
American AT-gun I don't understand. Long range but no penetration, small crew, munitions abilities you have to pop just to bring it up to other guns, and unlocked in a tier with light and medium AT already.
Is the M-42 seriously on here?
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Thread: Favorite AT Gun25 Aug 2015, 16:56 PM
In: COH2 Gameplay |
Thread: Ostheer Sniper ROF21 Aug 2015, 14:35 PM
Wow one of the best infantry units in the game getting thrown under the bus for the Rakenten. Ok, whatever. But seriously the Soviet sniper's aim time is so high that obers walking towards it will be within range before the first model drops. At this point the Soviet player has to retreat. Tip: It may not be a good idea to push on Soviet sniper with high MP reinforcing squads. Falls dropping out of buildings don't care about losing a model, if they do they should be easily trading for 1 or both sniper models. Soviet sniper is not as good as Ost sniper, and this is going to be painfully obvious with Brits. When Soviet sniper had sprint it was arguably better, but not now. I play a lot with the Soviet Sniper and I always prefer the Ost sniper. As OKW I don't care at all about Soviet snipers I just build more volks. Then he has a choice: go Guards to try to stop light vehicles and get a squad that is not optimal to take down infantry and costs him 75 munitions just to do that, or go shocks and be open to getting destroyed by light vehicles, or tech to T2 and slow his run to T3 and build an AT gun (and likely not got T4). Meanwhile I can go med to stay on field or mech to get light vehicles, or ignore that and go to commanders (or if I am really winning go Schwer and get a Luchs to hunt them down). In: COH2 Balance |
Thread: Ostheer Sniper ROF21 Aug 2015, 01:46 AM
I actually think the sniper-balance is pretty good at the moment. Large sections of this discussion have already pointed out that the OH sniper is and will be shooting at 4 man squads in many cases. So the smaller squads is no longer an excuse. Arguably the Ost sniper is now more survivable except in sniper duals because his health is in one model. Both soviet models can be killed by a single AoE explosion from a mortar while the Ost sniper cannot and also survives a direct rocket hit from a Katy. In: COH2 Balance |
Thread: Ostheer Sniper ROF20 Aug 2015, 16:48 PM
It is hard to know if the Ost sniper is broken or even how to fix it until Brits drop. I would suggest to Relic to get ready to do a quick patch after Brit launch to tame the sniper though if they haven't dealt with it by now. In: COH2 Balance |
Thread: Issues with OKW20 Aug 2015, 16:46 PM
Part of the issue is how OKW scales in larger team games. In larger team games OKW trucks are basically off limits because of the forces needed to muster to bring them down. They represent little to no risk, and by the time they are vulnerable the player should already have the units they need from them. Conversion abilities are, again, fair in lower player count games, but as Australian has pointed out even in 2v2 they begin to get pretty ugly. In larger games you dump the munitions into upgrades and then convert all to fuel. At this point you play like a slightly handicapped Wehr, but with far better vehicles. The ultra heavies are also of limited importance in smaller games, but as the game grows these units can enter the field sooner and have better protection so represent lower risks. They also turn the battle into an attrition battle that the Allies can only afford to play once. If I lose all my tanks trying to flank a JT and it survives with a sliver of health the game is over. I can continue to play, but I cannot ever have a chance to build up enough forces again to challenge the JT. Keep in mind these pushes are harder in larger games where more players mean that the battle lines are more static than in 1v1's. This is compounded by the fact that OKW has a native heavy tank that all other factions either have to go to commanders for or don't even have. In larger games these tanks are too low a risk and bleed mp quickly. Even if not built they represent a threat that requires large investments in AT. For instance, as American I need to maintain 2 Jacksons on the field by the late game at all times to control heavy pushes. That is quite a bit of MP and fuel that is not shooting infantry. OKW as a faction is poorly conceptualized. As a player I pay a fee to have an amazing late game by having lower income throughout the game. But these incomes are only really felt in 1v1 games, by the time you get to 4v4 you almost can't even tell because the OKW tech tree is so strong and cache support. Balance for OKW will be very difficult to manage at all levels simultaneously and I look forward to seeing Relic's plan with the Brits coming. I assume patch notes will drop early again. In: COH2 Balance |
Thread: Relic says: Something BIG after the brits...19 Aug 2015, 20:45 PM
My guesses: DoW3 COH2 SP content Large change to War Spoils system In: Lobby |
Thread: What to do with the MG34?18 Aug 2015, 16:35 PM
I don't know why you insist on belittling my experience. If you think 4v4 has a longer early game than 1v1 and 2v2 then I think you need to play more 4v4. While I may not have as much experience in smaller games I certainly cannot be said not to play in them routinely. Numerous people have already pointed out why a serious buff right now is dangerous unless other things happen. You don't need to rely on it because your tech tree already offers you everything you need to win. It only adds flavor to the faction. I find the MG34 quite useful in a narrow window. I would like to see things changed to offer it more room to work. Last thing, if you want to counter MG's with MG's be my guest, but I would really recommend looking into your tech tree for another option besides it costs less than all other MG's in the game (especially including tech costs). Using the MG34 to slug it out with another MG is definitely trouble. In: COH2 Balance |
Thread: The SturmTiger18 Aug 2015, 15:38 PM
My experience with heavies (isu in this case) being hit by sturm tiger is that the heavies stay crew shocked for a ridiculous amount of time. Pretty sure this is a bug, but old crits I though removed are now popping up again when hit by ST shell. Annoyingly the AOE cause these crits to pop even on vehicles relatively distant. Also for those saying 3 minutes, don't forget vet level requirements have been reduced, at vet 2 you start to pick up reload time reductions. Had a friend steal one of these yesterday and fire once though FoW at two tanks coming around a corner, it reached vet 2 immediately, was nice. Tanks were wasted, L2P issue clearly. Course how would he know where we were going to hide it? In: COH2 Balance |
Thread: What to do with the MG34?18 Aug 2015, 15:33 PM
As a reminder the Maxim (and of course .50) have tech costs which are not inconsiderable, while the MG34 has none. Until such time as I can build Maxims and .50's at 1 cp without tech the cost of the MG34 should remain. In its current format the MG34 is fine, if you are willing to change the way the MG34 is built and the faction slightly we can talk about changes. I want to reiterate for 210 mp in a faction that rarely lacks mp you can have a suppression platform at no tech cost, instantly, and salvage the gun if you lose the crew for fuel. It also comes with 5 possible levels of vet and a good vet one ability. In: COH2 Balance |
Thread: What to do with the MG34?18 Aug 2015, 14:49 PM
Calm down, this is a discussion. Couple of things, I was proposing a solution to your MG34 if you agree with it then the classic internet code is to put a +1 under it as you seem to believe MG34 should be non-doc as well. I have no idea where I suggested Kubel spam, I said a kubel. If a single kubel is spam that is your definition not mine. Vet 5 MG34 is amazing, it offers a number of nice vet bonuses and if you want to beat other MG's straight up just drop inc. On the other hand if you use a suppression platform to suppress basic inf you will find that by the time it reaches vet 5 it is quite nice. Pop inc if you want to drop some models. In: COH2 Balance |
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