If the Pak 43 can't fire through buildings, then it better have brace, 4 times the amount of HP and be non-decrewable with +10 range given that thing costs an arm and a leg worth of manpower, doctrinal, immobile, dedicated to one role, and will be fired on by every source of indirect fire or simply outflanked.
Yes I'm being sarcastic, but the piercing is the only way that thing is even semi decent.
Profile of miragefla
General Information
Email: zventrsyn(ljb)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(ljb)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: Pak 439 Jul 2016, 05:44 AM
In: COH2 Balance |
Thread: Maxim HMG - Unreasonably overnerfed9 Jul 2016, 05:39 AM
MG 42 gets 4x reload and 4x cooldown when suppressed. In: COH2 Balance |
Thread: Maxim HMG - Unreasonably overnerfed9 Jul 2016, 04:44 AM
I say return it to the old setup time and price. MG42 can beat it in any fight now that it's setup time is so damn slow. False, a Maxim can be suppressed but still suppress a 42 and unless the Maxim is completely in the open or barring gunner deaths, the MG 42 will generally reach the pin state first as the cooldown penalties hit the 42 harder as the Maxim has shorter cooldowns between bursts. In: COH2 Balance |
Thread: Opinions on M8A1 Scott in new patch5 Jul 2016, 16:33 PM
Here's a tip for people saying it's not worth it, this goes with the Dozer and Brummbar as well, use attack ground to target concentrations of troops. Furthermore, Scotts behind an AT/support weapon wall is hilarious considering the moment the enemy troops stop to have their full DPS, they'll get blasted away and bled dry while the Scott itself is pretty difficult to kill now if you're trying to dive it given it can take 3 shots from most units and can get smoke. In: COH2 Balance |
Thread: Miragefla's Highlights Cast5 Jul 2016, 07:54 AM
In: COH2 Shoutcasts |
Thread: Ostheer Panther Moving Accuracy 4 Jul 2016, 05:55 AM
People can say this is a rage pos/rant due to a recent game, but I've stood by this decision for ages given the state of this tank and what I gave the tank in CE. Every time I buy the Ostheer Panther I always seem to regret it and wonder: Why didn't I buy a StuG or just get a Brummbar to nuke the infantry. The Panther provides one thing which Ostheer lack which is a hardy tank hunter meant to run down other vehicles that are wounded while being capable of surviving incoming fire. In return they have horrible DPS which means they will generally not kill vehicles that are at full health or have high health pools without support and only provide mediocre AI support when upgraded and stationary, lacking the rapid-rotation rate to perform insane crushes and moving the vehicle cripples its MGs accuracy. This is good as the Panther has flaws that can be exploited. However, the Panther, particularly the Ostheer one with its 0.5 moving accuracy means they will almost never hit anything while moving which is terrible for a unit meant to be mobile. The tank cannot afford to miss given its low damage output and every time you hit the stop command you risk letting faster vehicles get away or losing LOS as you decelerate and then need to re-accelerate. The fact is that the Panther is premium tank that can easily be overshadowed by Ostheer's many other options for AT means the Panther has to be good at its job at chasing tanks because that's pretty much its role. Speed and armour means it can survive to hunt down most tanks and on the odd occasion, just outright bully another tank into submission through a lengthy process of attrition but it means nothing if shells never go where they need to go. If I want to just chunk a vehicles health down through raw firepower, there are plenty of other options that can do it better and cheaper. Proposed Change: Moving Accuracy to 0.6 In: COH2 Balance |
Thread: USSR AA2 Jul 2016, 16:33 PM
Make AA consistent and planes have HP. Let the AA units have Target Tables against planes then the issues of the Quad would be solved along with every other AA unit that fails to stop planes on the 2-3 pass. In: COH2 Balance |
Thread: Wehrmacht Infantry- whats the excuse now?27 Jun 2016, 21:44 PM
^ For 340 MP and locked behind teching, they should be compared to elite units, not baseline inf. All other elite infantry except Obersoldaten are doctrinal and generally cost more than PGs to call-in with some requiring upgrades afterwards and despite this, PGs have a good chance of beating them or at least bleeding them heavily so as long as you play to the strength of their StGs. Yes, they cost quite a bit, but unlike Grenadiers, you don't need to dump 60 munitions into them to keep fighting other infantry and T2 is practically mandatory so you're going to have access to them anyways. The population and reinforce cost is also not that high considering how much longer PGs can stay in the fight vs small-arms and dish out a lot more damage at mid-short which is an area Ostheer has trouble at which make PGs invaluable for AI defense against flanking units or just head-long charges. At the same time, they're well-designed in the fact you can't just throw them at the enemy and have to shift from cover to cover to make the best use. You close/mid-range with rifle, weapon crews or LMG infantry, long-mid vs SMGs and now use super bundle grenades to nuke a target of your choosing. In: Lobby |
Thread: Wehrmacht Infantry- whats the excuse now?27 Jun 2016, 21:32 PM
L2Stats PGs already are set to 0.8 and get 0.568 when they get Vet 2. PGs are also the only Ostheer infantry who will butcher Riflemen at mid-short range without much of an issue, especially when vetted as they get 40% accuracy at vet 3 compared to a Rifleman's 30% and 25% cooldown vs their 20% cooldown. More people actually need to use PGs in an AI role that's not mindless run-and-gun forward. Grenadiers simply don't deal enough vs charging infantry, even with LMGs unless it's massed focused fire. In: Lobby |
Thread: A USF Fanboy's Plea27 Jun 2016, 18:45 PM
As I keep saying, it should have been a light mortar with good ROF and accuracy along with mobility to keep up with mobile riflemen, but with less range and has a much worse damage profile compared to the standard mortars where it'll almost never kill a full health model. This way it can still force people off if they decide to sit in one place, but it won't nuke them and has to be used closer to the front. You want something more akin to the longer range mortars, get a Pack Howie. In: COH2 Gameplay |
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miragefla versus Sotajdor: When in Doubt, Build more Mediumsby: miragefla map: Crossroads2-1,334
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