34/85 got very distinguished large turret and larger, longer gun barrel, which 34/76 does not have.
Elements on the rear also are different.
Its like putting Greyhound and M20 next to each other and complain they look the same, because of hull.
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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: Remove the T34/76 model variant with the fuel tanks17 Jun 2018, 17:31 PM
In: COH2 Balance |
Thread: OBK buildings in disadvantage16 Jun 2018, 20:55 PM
Googling it is sufficient, finding through replays also works. In: COH2 Balance |
Thread: Why shouldn't CoH3 be set in WW1 instead?15 Jun 2018, 13:04 PM
Because vast majority of WW1 was just shooting from trenches, artillery and gas attacks. Better stick to Iron Harvest for "WW1-like" experience. In: COH2 Gameplay |
Thread: OKW HMG3415 Jun 2018, 12:06 PM
Given context of the whole faction, both ost and ukf are much more reliant on their HMGs to keep CQC inf away, okw inf IS cqc as much as long range, so they don't care and most certainly don't rely on it. In: COH2 Balance |
Thread: OKW HMG3414 Jun 2018, 21:50 PM
USF mortar was really a mix across the patches, previously it was short ranged ost mortar, now its 4 men sov mortar. Added range makes it easier to use, but nerfed RoF makes it much less threatening. In case of HMG34, its more of a leftover after kubel and doctrine overhaul then actual proper hmg, which okw wasn't even supposed to have as stock option-it pretty much performs as good as its cost indicates. Its a conscript squad tier of HMGs. It will do its job, but you better not try to rely on it alone, because it can't take pressure. In: COH2 Balance |
Thread: OBK buildings in disadvantage14 Jun 2018, 18:53 PM
That allied fanboy number 1 is 400 ranks higher then you in your own beloved axis faction ranking. You might get a stroke now, but I'm better then you in your own faction of choice and I'm calling things for how they are. If opponent gets enough time to get all of your army off the field and destroy trucks by your own base sector, you should suck less, blob less and consider putting some mines around your vulnerable spots. If you still suck hard enough and are losing trucks despite that, put them in the base if you can't use and defend them properly. In: COH2 Balance |
Thread: OBK buildings in disadvantage14 Jun 2018, 12:27 PM
If you had to retreat most of your forces at once, you're not playing an equal game or overextended far behind enemy line. In: COH2 Balance |
Thread: OBK buildings in disadvantage14 Jun 2018, 11:44 AM
I did. And if you get into situation where you lose your trucks placed right outside of base, then maybe you should play better and not get base locked next time? In equal games there is no time for anyone to haul ATG that far ahead, destroy trucks and retreat, unless the game was decided much earlier already, so git gud? In: COH2 Balance |
Thread: worst patches in coh2 history14 Jun 2018, 11:35 AM
Nothing will ever beat that one December where the LEIG got suppression and the KT could hit the field in 9 minutes Apparently you do not remember when ost pin planes wiped squads and interrupted retreats while having no cooldown between its strafes. Or March Deployment patch that allowed bad players to beat top 10 players by just playing ost. In: COH2 Balance |
Thread: My view on balance after taking a 1 yr gap9 Jun 2018, 08:42 AM
A sniper should be effective against any 4 man squad, sounds intended. Good thing Ost has one of the more reliable T2 light vehicles, and if you go everyone's current favorite doctrine you have the smoke necessary to escape from AT guns. Remember the CoH2 rule of thumb. If it wan't be a-moved up until opponents HQ, its overpowered. In: COH2 Balance |
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