Sturm Pioneers I honestly don't find to be a problem. If they did not have them, OKW, from how I play Soviets, would be in big trouble since Volks will have a hard time holding off conscripts and the Kubelwagon only lasts for so long/ relegated to scouting duty by mid game or when AT hits the field.
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Email: zventrsyn(kaa)ubgznvy.pbz
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	Email: zventrsyn(kaa)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
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Post History of miragefla
							Thread: Official Sturmpioneer thread18 Jul 2014, 17:42 PM
						 
						 In: COH2 Balance  | 
							Thread: Company Of Heroes 2 US M1 75mm Pack Howitzer18 Jul 2014, 07:14 AM
						 
						Decrease its scatter and cost. Possibly allow it to use its full barrage range for direct-fire or part of it, somewhere around 100-140. While the Le.IG is more accurate and shoots quicker allowing it to respond to incoming threats better, it has to be closer to the front to operate versus the Pack Howitzer which, while not as lethal, is much safer with larger AOE making it more ideal at shelling fortified positions. It's barrage range is also further which would help towards all of this.  In: COH2 Balance  | 
							Thread: US late game16 Jul 2014, 22:31 PM
						 
						M8A1 seems pretty accurate and good enough to me. Especially considering they can fire indirectly. Those things are annoying on maps with lots of shot blockers and they can also blast you directly at considerable range which instant-gibs infantry. Also it fires rather quickly. I think more people actually need to use them, just not drive them into pak guns.  In: COH2 Balance  | 
							Thread: M4A3 Sherman Medium Tank14 Jul 2014, 19:36 PM
						 
						They have the same health of any other medium tank at 640. Most tank guns/ AT weapons deal 160 unless they're handheld with the highest being the shrek at 120. Yet, it, like the rest of the American armoured forces, can get back into the action the fastest when it takes damage rather than needing to rely on engineers or a repair truck. The thing also pummels infantry and can put up a reasonable fight against other mediums.  In: COH2 Gameplay  | 
							Thread: Panther14 Jul 2014, 01:42 AM
						 
						Seems one of the Panther's main problems that keeps coming up is its poor accuracy, especially at max range and the fact it usually needs to move to keep tanks in range and/or LOS without a spotter. When you combine this with average damage, poor moving accuracy and high scatter, misses really miss rather than having a chance to still strike the opposing tank. If it's going to maintain low DPS, make it consistent at dealing damage. We don't need an AI tank since that's not why we bring a Panther out for its role is supposed to be a tank hunter/destroyer. This could be overkill, but another suggestion could be to make its main gun as accurate as those of the ATGs so its at least more consistent and then maybe add lower moving penalties. Accuracy from 0.04-0.06 from 0.025-0.05. Of course at max it means a 55% to hit a T-34 at max turns into 88%. Lowering scatter instead may also help if that seems too extreme or a middle ground between the numbers.  In: COH2 Balance  | 
							Thread: Panther12 Jul 2014, 19:02 PM
						 
						This comes from the OKW Panther thread when we went off on how unimpressive the Panther is. Currently I feel the Panther is an inefficient unit only capable of bullying lesser vehicles that come earlier and even then it doesn't do that well, relying on the need of a spotter to be fully utilized with only 50 range leaving it in range of other long-ranged AT weapons if it has to come to the front-line which it will need to considering how much you're going to sacrifice if you dare to get it in 1v1 or 2v2(generally not viable). It does alright against heavies that have 40 range thanks to high penetration, but that is its only saving grace compared to the cheaper, more versatile T3 which fire more often and can ward off infantry at range. The Panther, for Wehrmacht/Ostheer, you pay a premium for the tech and a tank that has decent armour and good speed, yet it lacks in its ability to actually hunt and kill tanks. It's not very accurate on the move and when coupled with its rather long reload of 5.8-6.7 with only 160 damage it can actually take some time to kill off tanks. And even with its good armour of initially 290, a few bad rolls can mean a badly damaged Panther since it only has 800hp until vet 2. And while having a larger hitpoint pool is good, it also takes longer to get back into the fight, especially without vet 2 pioneers. Maybe reducing its cost or the teching cost to get it for Ostheer would make it more viable, but even then I generally don't find it impressive. It just doesn't kill tanks that well considering what you're paying for tech and the tank itself to do a job that Panzer IVs can generally do which can have more impact since it comes earlier, not when all the heavy AT starts hitting the field. I don't play OKW much so I'm not sure if changes to the Ostheer panther would apply to them, but I would like to see one or two of the following if the balance team ever looks at the Panther 1) Lower the teching costs involved in getting this thing out, possibly the base price. 2) Decrease the reload time on the gun. This would make it better against mediums which is what it usually faces making the extra penetration not as useful. 3)Make it more accurate on the move to allow it to be a more mobile tank destroyer  In: COH2 Balance  | 
							Thread: OKW Panther11 Jul 2014, 23:21 PM
						 
						I think the Panther needs its reload speed reduced for starters. It's currently 5.8-6.7. The only thing it has offensive-wise over the T3 vehicles in penetration and 10 more range than the P4(tied with StuG), but that makes it generally worse against lighter vehicles and it trades for absolutely no splash damage. And the penetration only really kicks in versus heavies.  In: COH2 Gameplay  | 
							Thread: PaK43 needs more Range.11 Jul 2014, 17:21 PM
						 
						Hardly a bug, it's intended. If the Pak43 couldn't shoot through obstacles, there would barely be any places to put it except in the open leaving it pretty vulnerable which it already is given it has giant arrow over its head saying, "Bomb me!". Could we maybe add some fuel cost in exchange for manpower? The howitzers also need this since saving up manpower isn't easy late game given how fast it can disappear in reinforcing your troops or buying units that aren't at risk to being one-shotted by off-maps because they can move.  In: COH2 Balance  | 
							Thread: Special Anti-tank rounds for 57mm11 Jul 2014, 07:06 AM
						 
						Pretty sure the 57mm does 160 damage like the other ATGs so the only thing worse about it is penetration and probably reload compared to the pak 40, but it's got a nifty vet 1 ability. I may be wrong, but I think I heard AP brings it up to the penetration of the other ATGs. Wish I could have its vet 1 ability over the pak's target weakpoint which has a nasty habit of not going off or striking the ground or being useless against moving targets which doesn't seem to affect the StuG which is the best unit to use TWP from. Also the AP rounds in CoH 1, while good had a stupidly short duration where you could only get 1-2 shots off depending when you activated it.  In: COH2 Gameplay  | 
							Thread: KV-8 40% damage nerf?9 Jul 2014, 00:48 AM
						 
						P4, unless it's blocking from the rear, will not kill the KV-8 in a reasonable amount of time, especially not from the front. If someone went KV-8, he should also have his Zis guns nearby.  In: COH2 Balance  | 
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