Outside of repeating like a broken record, we do not have any actual evidence that churchill or kv-1 are op in any way.
We only have looping, endlessly repeating statements that late game damage sponge tanks with bad guns can take a lot of damage compared to units with more armor and much better firepower.
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Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Post History of Katitof
Thread: KV1 and Churchill can take too much damage3 Jun 2019, 22:27 PM
In: COH2 Balance |
Thread: KV1 and Churchill can take too much damage3 Jun 2019, 20:35 PM
Really? Historical accuracy? Okay. The KV1 is outdated and can be penetrated regularily by a Panzer IV. KV-1 was outdated because of its gun, which struggled against P4s and better at range and it couldn't close up reliably, so mobility was another issue. It was completely imprevious to P3 and P4s were upgunned to stand any chance. Sounds shockingly familiar to CoH2 representation and dynamics.
I got what you meant(non reptiles can actually understand context of the conversation even if some words are off it still comes right in the whole context instead of picking singular words and decunstructing them to make own argument look good), I've replied to what you've had on mind. Comet on release was basically a Pershing which could be spam. Well, it had its own critical flaw, which made it completely useless in common situations - it had no projectile and couldn't engage any vehicle in smoke at all. I'd honestly like to hear how the primarily allied players would counter a croc backed by a firefly in 1v1. If the "big and slow" heavy tanks should have high rear armor because of that, shouldn't we buff JT rear armor to like 200? I mean it's the slowest tank in the game right? Contrary to JT, their frontal armor is actually penetrable reliably by most axis AT forms. In other words: Its impossible to kill JT any other way then flank. Also, its not like JT/ele guns struggle to penetrate T34s and shermans and KV-1 and churchill most certainly do not have an easy time against P4s, they have advantage, but its still going to be a long brawl. To kill Churchill/KV-1 you just need to park a Panther in front of it. And for your question, JT/ele would do the job reliably, fast and with complete impunity. In: COH2 Balance |
Thread: KV1 and Churchill can take too much damage3 Jun 2019, 13:55 PM
katitof what's ur opinion on the chirchuil ? do fell it's fair for it to have such an high rear armor ? with so much hp ? Yes, because its very slow vehicle that arrives very late, has very weak gun for the price and timing, slows to extreme crawl when fausted/drives over a mine, can't chase any other vehicle in game and blocks apparently overpowered comet and super extremely useful and strong vehicle snare(according to certain indivudual here) while, with the repair nerf to heavy sappers in the past, stays a long time in repairs. Its 240 frontal armor isn't something hard to penetrate, a pair of stugs and an ATG will wreck it fast. Just don't use 2 next to each other, completely unsupported by any other unit paks, because it can kill them. Its a late game damage sponge tank. It means it needs to soak in damage. If it was supposed to be frail from any side, it would be by now. You're not supposed to kill everything by parking P4 at its back. In: COH2 Balance |
Thread: KV1 and Churchill can take too much damage3 Jun 2019, 12:27 PM
That's also an opinion, unless you're hiding some relic metrics on use and efficiency of a unit and if you do, share it for only that way it'll stop being opinion. Until then, its just another opinion you're fully entitled to. In: COH2 Balance |
Thread: KV1 and Churchill can take too much damage3 Jun 2019, 09:04 AM
You're living under a rock? Allies op, if you think otherwise, you're a fanboy. Also, I find it hilariously funny that in all this theorycraft scenarios allies always have maxed pop cap of well balanced army, while axis always seem to have just 2 units, that happen to be the same units, with no support and at least 1 is never microed. It comes out almost as axis player do not know how to counter specific combinations with the tools they have and instead of having diverse armies themselves, they always resort to spam and if they have more then 1 unit type, these units are never less then 3 sectors apart from each other, so supporting themselves is never an option. In: COH2 Balance |
Thread: KV1 and Churchill can take too much damage2 Jun 2019, 21:09 PM
Doctrines exist specifically for that. If you can't handle(as in lack of skill, because tools are there for all factions now) something, pick a doctrine that'll make it easy for you. In: COH2 Balance |
Thread: KV1 and Churchill can take too much damage2 Jun 2019, 20:23 PM
Brit base arty low scatter accurate These 2 are mutually exclusive, pick one. In: COH2 Balance |
Thread: Update Still not out? When?1 Jun 2019, 20:53 PM
Ever encountered incorret text strings, buggy abilities, unintended stat values or magically not working abilities all of sudden? In: COH2 Gameplay |
Thread: People who automatch and AFK should get flagged or banned31 May 2019, 22:32 PM
Ok then. 1) Don't play with randoms. 2) Get a team. 3) Don't post anymore of your pictures please. By playing randoms, you effectively concede any right for competitive play, because playing RT is not competitive because, and watch this one, it might give you a stroke: Randoms are random and unreliable. In: COH2 Gameplay |
Thread: People who automatch and AFK should get flagged or banned31 May 2019, 22:21 PM
Play 1v1. Now you have only 1 player to blame for lose streaks and you have full control over him. Problem solved. In: COH2 Gameplay |
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