their reinforcement cost is way too high for their survivability
On per model basis they have higher survivability then rifles.
They happen to cost slightly more then rifles on per model basis.
Math checks out.
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.
Thread: Are grenadiers worth their 30 MP reinforce cost?7 Apr 2016, 21:11 PM
their reinforcement cost is way too high for their survivability On per model basis they have higher survivability then rifles. They happen to cost slightly more then rifles on per model basis. Math checks out. In: COH2 Balance |
Thread: Firefly VS Panther7 Apr 2016, 20:09 PM
Panther isn't dedicated TD, it got plenty of AI through MGs, not med tank level, but enough to decrew AT gun frontally, it has fundamentally different use then any of the TDs. In: COH2 Balance |
Thread: Why is everyone getting their asses handed to them by brits7 Apr 2016, 19:34 PM
So THAT is why brits had lowest win loss ration during ESL! In: COH2 Balance |
Thread: Are grenadiers worth their 30 MP reinforce cost?7 Apr 2016, 19:12 PM
The equivalent unit to grens are cons and cons hardly walk over them. In: COH2 Balance |
Thread: So penal is underpowered? or others are overpowered?7 Apr 2016, 16:47 PM
Well, you can jump on pretty much any high level player stream and ask them directly. That 30mp is bigger then you think. Look what 20mp reduction did to pgrens. Look what 15mp increase did to volks and their strength. And I don't need them for flamer. See, this is yet another case of role overlap. Yes, its useful, but its hardly a reason to get them, because CE already cover that. Pair of CEs will do incomparably better job at pretty much everything and it won't even cost you more as you start with one. Reinforce cost aren't really that relevant, because you can use cons for merge. In fact, you SHOULD cons for merge CEs to get them vet asap by allowing them to stay on field, cons will vet up anyway, they won't go crap, but they'll vet. Same with the penals, they were supported by merge cons so they can stay on field, these strats still weren't effective at all vs better players, because later on penals became irrelevant, not being able to keep up with long range firepower of axis and being squishy compared to everyone else. What I think you're ignoring is the OTHER costs of T1. Going T1 delays your AT nades or your Zis or your T-70, because all of them require the fuel you just spent on T1. Therefore, the failure of this strategy is not necessarily simply because Penals are not able to whip Obers with one hand tied behind their backs; there are other relevant factors. That isn't really an issue as T1 is a shock tier, units that are easily countered, but should be very potent when they arrive, you should be able to utilize their shock value to get ground and deny resources to opponent. Utilized well, you shouldn't have problems to rush for T-70 or SU-76. Lack of AT in the tier isn't really a problem, there are plenty of doctrines to help that and going T2 isn't really a set back like it was pre sov tech redesign. Going for T1 will dely AT nades by 30-50 seconds, kubel won't do much in that time and you'll still have them before 222 arrives. Thing is, not a single of these units does that now. These are shock units that don't pack a punch and can't take one. Penals are pinnacle of it since once a blue moon we might see M3 and still some players play an old sniper+guard motor combo. And its not about penals vs obers, they don't even trade efficiently vs volks or grens. Penals can't stand up to cheaper squads, let alone more expensive ones. Pfussies walk over them so hard its not even funny for mere 20 more mp, but then again, its almost the same with cons and volks now. In: COH2 Balance |
Thread: Volks nerf7 Apr 2016, 16:18 PM
The crush by the first med would imply that ![]() In: COH2 Balance |
Thread: Penals Adjustment7 Apr 2016, 16:18 PM
I'm not talking about having an advantage, but about having a squad that is valid againt players with better rank then 500+. In: COH2 Gameplay |
Thread: Volks nerf7 Apr 2016, 15:52 PM
You don't need to blob all of that on 2 square meter space you know. In: COH2 Balance |
Thread: Veterancy broken again ?7 Apr 2016, 14:59 PM
Since yesterday's patch, i noticed that volks grenadiers no longer heal at vet3. Maybe i'm wrong though. Hope the whole vet is not broken again :/ You're wrong, they do heal. The icon do not appear anymore, but they get health back, I noticed that too, so I paid attention to their health bar for few secs and they definitely do heal up at vet3. In: COH2 Gameplay |
Thread: Volks nerf7 Apr 2016, 14:58 PM
Katitof they have 5 dedicated AI but not infinite mp. and sp's scale well above the regular engineer unit cannot compete with vetted and upgraded rifles and tommies either. Go for firestorm doctrine, BAM! You have muni sink and infinite MP. Its perfectly possible to build and sustain 3 volks 4 pfussies and upgrade them all, you have no MP problems unless you throw yourself at gunpoint, you have map presence and control, you can get armor supporting you for either more AI or AT. Sure, OKW doesn't get MP for free, but they hardly lack it if you don't overextend and don't lose models for little return. In: COH2 Balance |
cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger