
Ost have lots of tools to deal with infantry. Ostwind is great and has a turret and is a speedy boi
Thread: The Excessive Amount Of Micro Required For Brummbar2 Dec 2020, 04:14 AM
How I feel about this: ![]() Ost have lots of tools to deal with infantry. Ostwind is great and has a turret and is a speedy boi In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback2 Dec 2020, 02:09 AM
I'm gonna drop this copy-pasted from the general balance feedback thread. Lots of quoted posts there so I apologize for the confusion. To me, the ISU is a crutch in Soviet late game. If things are even, I am often relying on that thing to wipe squads. In much the same way it is or was a tactic to use Sturmtigers for the same role. Having to go forwards into battle, take a shot or two from a Jagd or Elefant, then having to retreat and repair, will make it more vulnerable to pushes more of the time, make it do less damage over time as it's forced to withdraw, and these two aspects combined will make it less useful when it is sorely needed.
When you're saying things like this, I agree, but I wonder why you think it's fine that ISU has lower range. Ele and Jagd can already shoot at it from the front and, I'm sure, reliably penetrate it at maximum range, let alone fifty range.
it is bad because ISU is going to have to repair or be more vulnerable to pushes as it takes damage from its now shortened maximum range.
I raise you Jagdtiger's barrage ability, and, secondly, the Brummbär's (although less extreme but still with considerable range). If anything, I'd like to keep the range as is but, to counter this, maybe increase scatter when attacking ground to make smoke more feasible?
Here's Napalm saying the same thing I said above, where Soviet vehicles are the wiping tools of the Soviets, not elite infantry squads with LMGs. When you have Ele and Jagd shutting down a sector of the map it's difficult or impossible to wipe axis squads with the anti-infantry oriented tanks that are so necessary. Same for USF, too, with the standard Sherman and 105mm howitzer Sherman. I'm including this from Mr. Someguy because he has done the hard work for me already. I think the points he makes here and the numbers he provides illustrate just how difficult it can be in an evenly matched late game. What I said in the Soviet thread fits here as well, since we are now talking about the Elefant and the ISU-152 and their respective positions in each Army. Overall, I think if only the ISU is going to be changed and it's going to receive both a rear armour nerf and a range nerf with it's HE ammunition, then it should also receive mobility/speed buffs, significant reduction to switch shell types, and/or a reload increase to AP rounds. This is all to counter the vulnerabilities that are being introduced to it. In: COH2 Balance |
Thread: DoD vs CIA firefight - Frankfurt Germany1 Dec 2020, 01:05 AM
Trump lost the election lol. But not much will change in terms of actual Policy. Main differences in foreign policy between Trump and Ds was all rhetoric. Not to say things are identical but it’s like a 90/10. Sure this is for anything but I’m pretty sure there’s a no politics rule because moderating that would be a nightmare. In: Scrap Yard |
Thread: [Winter Balance Update] General Discussion1 Dec 2020, 00:01 AM
To me, the ISU is a crutch in Soviet late game. If things are even, I am often relying on that thing to wipe squads. In much the same way it is or was a tactic to use Sturmtigers for the same role. Having to go forwards into battle, take a shot or two from a Jagd or Elefant, then having to retreat and repair, will make it more vulnerable to pushes more of the time, make it do less damage over time as it's forced to withdraw, and these two aspects combined will make it less useful when it is sorely needed.
When you're saying things like this, I agree, but I wonder why you think it's fine that ISU has lower range. Ele and Jagd can already shoot at it from the front and, I'm sure, reliably penetrate it at maximum range, let alone fifty range.
it is bad because ISU is going to have to repair or be more vulnerable to pushes as it takes damage from its now shortened maximum range.
I raise you Jagdtiger's barrage ability, and, secondly, the Brummbär's (although less extreme but still with considerable range). If anything, I'd like to keep the range as is but, to counter this, maybe increase scatter when attacking ground to make smoke more feasible?
Here's Napalm saying the same thing I said above, where Soviet vehicles are the wiping tools of the Soviets, not elite infantry squads with LMGs. When you have Ele and Jagd shutting down a sector of the map it's difficult or impossible to wipe axis squads with the anti-infantry oriented tanks that are so necessary. Same for USF, too, with the standard Sherman and 105mm howitzer Sherman. I'm including this from Mr. Someguy because he has done the hard work for me already. I think the points he makes here and the numbers he provides illustrate just how difficult it can be in an evenly matched late game. What I said in the Soviet thread fits here as well, since we are now talking about the Elefant and the ISU-152 and their respective positions in each Army. Overall, I think if only the ISU is going to be changed and it's going to receive both a rear armour nerf and a range nerf with it's HE ammunition, then it should also receive mobility/speed buffs, significant reduction to switch shell types, and/or a reload increase to AP rounds. This is all to counter the vulnerabilities that are being introduced to it. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion30 Nov 2020, 21:58 PM
Reducing the range of the ISU is a bad way to fix whatever the perceived issue is. I suppose the issue is that, to counter ISU, axis team must go Elefant or Jagdtiger. But, reducing the HE range of the ISU is an awful way to go about fixing this issue because, as was explained earlier, ISU is very vulnerable to axis armor, especially the Panther, from all ranges. If there is going to be an ISU range nerf then there ought to be some significant boost to its maneuverability and speed so it can effectively withdraw. Changing ISU like this is going to necessitate changes to the stats of other tanks, not just elefant and jagdtiger, because the threat of a P4/Panther push is going to be much more potent. Theoretically, I'd love to see a coh that does not have crazy powerful individual things like ISU152, Elefant, Jagdtiger, Sturmtiger, etc., but focuses more on medium tanks and and infantry combat but that's for a different thread In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback28 Nov 2020, 00:18 AM
Is there any discussion about Panzerfusiliers & their early panzerfaust? If I recall, changes to Volksgrenadier faust timing was to allow more openers for t1 soviets. Regardless, I always felt frustrated that panzerfusiliers come at 0 CPs and have that faust whereas volksgrenadiers do not. I'd love for volks and panzerfusilier faust timing to be the same. In: COH2 Balance |
Thread: Master League 3: Chaoskrieg Recap and onto the WC 202027 Nov 2020, 20:16 PM
statistics are hard ![]()
I didn't take any commander data in my spreadsheet but you can download the replays yourself and look! As for faction wins/losses, it is possible to deduct wins and losses depending on how faction selection went. For some matches it's possible, for others it's not. This is all based on the spreadsheet, bcuz you can still go back and look through the replays. Perhaps next time I'll go through and be more meticulous (but then someone will ask me for build orders, eh?) I'm no SiphonX. So for example, round one, Bao vs Paula. We can only get some partial data. ![]() We had one allied win, three axis wins. OKW had the only axis loss and USF had the only allies win, so in one of the four games USF beat OKW. After that it's tricky because OKW could have beat USF or UKF, and Ostheer could have won vs USF or just won vs UKF twice. I think for any game that was a shutout (3-0, 4-0) you can figure out the faction wins in the same way. But when there was more than one game that went for the player that lost, that's when there are too many variables with the limited statistics provided! In: News |
Thread: Master League 3: Chaoskrieg Recap and onto the WC 202026 Nov 2020, 14:38 PM
Is it possible to also have the faction that where in each game? Do you mean statistics for matches as Ost vs UKF USF Sov and OKW va UKF USF Sov? If so, this was one thing I considered but as I noticed how skewed the faction selection was I decided it wasn’t exactly worth it because the statistical significance of it would be slim-to-none. I wouldn’t be able to compare it to previous tournaments easily as I had not collected or looked at that data. Looking at seed upsets and ace games was easier to compare across all three tournaments and more meaningful because because of that reason. In: News |
Thread: Why aren't there team game tournaments?25 Nov 2020, 05:36 AM
i can only talk about 2vs2 tho. 2vs2. The problem that isee its hard for the smaller ones to promote our events. Like i host 2vs2 showmatches every now and then to test new 2vs2 maps and give teams a way to show their skil but like i said its hard to promote your event if its not a big tourney cause a huge post doesnt make sense for a 50 bucks showmatch. Hey man, if you want to make some kind of long-running event/league, a YouTube series, etc., I'd be more than happy to write some kind of promo piece for it on .org. I could draft up a social media post you could send around too on the official forums, Steam forums, and Reddit. In: Lobby |
Thread: Why aren't there team game tournaments?24 Nov 2020, 02:00 AM
I can't speak directly to this, but if you are interested in running a tournament, that's something that can be done! You could talk to still active organizers of previous 2v2s for support, advice, or perhaps even a partnership. It's also much more difficult for casters to catch the action of four players rather than just two. And there might be another issue re: funds, where having a prizepool may attract more players, but rewards would be cut in half for each individual in a 2v2 format. In: Lobby |
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