-> priest costs 480 mp 115 fuel. almost same with 2 packs(760 mp). I concede that 2 packs are expensive.
you can just compare performance of priest and 2 mortars(480).
Mortars neither can move quickly nor they can shoot on long enough range to hit bases or fortified positions supported by LeIGs or stukas. Priest can shoot, kill all LeIGs, damage stukas and okw trucks, then run without taking damage and hop out the crew for less upkeep and repairs while reloading. Mortar has to stand still for a long time, it can be killed with one stuka salvo and captured by enemy, if flanked, it has to run to base, reinforce costly, and come back to the field and it takes a lot of time in larger games. Its also much easier to preserve vet in priest case. |
so one faction has to use attack ground to make a weapon the cost manpower fuel and munitions to work? That's not balance that's stupidity. Coh1=\= coh2
Well, why not? If it is powerfull enough (it is not right now) I don't mind using attack ground at all. Basically all weapons that need skill to use and are exclusive to one faction are good for the game and provide variety so I'm all for it. Lets just make them reload faster without changing a cost and they will soon become common in top 100. |
I think two pack howitzer is better than priest. they have auto-attack ,suppression and good firepower together. priest underperform and sexton is worse than mortar right now.
2 pack howitzers are better but:
1. They are getting nerfed this patch as they are OP
2. They are much more expensive and take more popcap than a priest, 2 pack howitzers cost the same as tiger ace! |
Wehrmacht is a solid choice, when used correctly it is the best faction in game in any game mode now. The problem with it is that it plays completely different than any other faction, only brits are kind of similar. That means it's somewhat hard to master thing but if you have solid coh1 wehrmacht experience you should get it quickly.
Btw there are a few major differences between coh1 and coh2:
1. Capping circles instead of flags mean you can stay in cover during capping or even cap with set up mg, mortar or AT gun.
2. Camo works only in cover, you cannot camo a sniper in the open field any more.
3. There are no zombie squads that come out of medic facilities, you can heal units but not ressurect them.
4. Commanders are linear and unlock abilities by themselves once you lock them.
5. Units gain vet for delt/got damage not for kills.
6. Infantry snares do engine crit only if after the damage snare does tank has less than 80% of hp. It means you need to hit them first with something else or another snare if you fight any medium or heavy tanks. Snares also usually hit even if you run out of range, to avoid them you need to stay out of range.
7. Produced units also come off map instead of coming out of buildings.
8. You can reverse vehicles without clicking 2 meters behind them.
9. Vehicles can get abandoned and recrewed just like any other weapon.
10. You can vault fences.
11. Team weapons can't be killed while manned, you need to kill the crew first.
12. You can decide what direction should your mg face while it is in a building manually.\
13. Army size cap is static and set to 100.
14. Because of the static army cap strategic points wont give you more of it, instead they also give some muni and fuel.
Well that's it. I may have missed sth but this is definitely the solid overview on differences. Gl on the battlefield! |
Rng is not an important factor when it comes to winning games, players usually can take safety measures. I voted 1/100 as it reflects situation when some player plays totally recklessly but RNG gods refuse to punish him in current match.
I think that connection and performance issues are cousing change in results much often. For example connections broken, bugsplats, bluescreens and so on. |
my thoughts to make british emplacements better are :
give them the ability to pop out just like usf tank crew, give the crew itself the ability to redo the emplacement they were inside before .. give them veterancy stats (the crew like usf ones) vet 1,2,3 at vet 3 they should be able to make the emplacement 15% / 30% less expensive .
let brace as it is.
doing this you could save the veterancy of each emplacement that you have.
forgive me for the bad english 
What do you mean by redo? Building it for free somewhere else with the damage it had before? Or paying again for it but keeping the vet? Or maybe sth else? This needs some precising  |
I'm also pretty sure it keeps the MG as well as having the auto canon. I might be wrong?
It didn't keep the mg after upgrade in the sense that the mg it gets deals much less damage than 221 mg. It was done that way couse they wanted both variants to have same AI so when autocannon came the mg must have been worse, actually its more of a cool graphical feature than a real mg in terms of damage. |
AFAIK it doesn't lose any of its ai capabilities with the auto canon. The 222 has the same ai as the old 221?
It always feeled worse. That may be coused by the fact mg was acc based and autocannon is AoE based damage, so in best case the damage is the same but less consistent. The other factor is that 222 can destroy cover, cool thing but it also means it shoots cover instead of squads (the same factor as with IS-2 or tiger for example) so there is less damage. And last but not the least it costs more now, you could build 2 and upgrade only one before. Now one delays tech as much as 2 did before. |
As I said before somewhere
The best solution to the situation would be keeping brace as is but changing how manned emplacements work. If you put IS in there you should get current buffs but if you put sappers they should slowly but surely repair the emplacement without the risk of dying to ISG fire. That way you would not be able to counter with constant barrage by attack ground but you will have to force a serious concentrated attack on brit position. |
222 is somewhat like puma (coh2 one ofc) - just like puma is more of a light tank counter than a light tank itself, 222 is more of a counter to other armoured cars that allies rely on early game while also having superb anti sniper and some anti infantry capabilities.
That said I liked old coh2 221/222 more as I could kill infantry with basic, cheap one and upgrade it when other ACs hit the field to counter them. |