If I may intervene with the hammer of common sense and rationality:
First: Bring Forth the evidence! Replays? Screenshots?
Second, contingent on if first is true: Maybe its a bug? Wouldn't be the first time that intended changes don't actually make it into the patch.
Profile of Junaid
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Register Time: 4 Mar 2014, 04:14 AM
Last Visit Time: 3 May 2017, 19:33 PM
Register Time: 4 Mar 2014, 04:14 AM
Last Visit Time: 3 May 2017, 19:33 PM
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Post History of Junaid
Thread: Croc not nerfed properly?1 Nov 2015, 11:04 AM
In: COH2 Gameplay |
Thread: Current state of ostheer.30 Oct 2015, 21:24 PM
I have done some numbers on this (am writing up a post for the gameplay section right now as well which is more complete) But I think ostheer has three main problems: 1) Misaligned fuel tech costs vis-a-vis USF and ESPECIALLY UKF. This is primarily because USF and UKF (to a greater extent) can skip on a lot of their 'intended' teching by skipping upgrades. Particularly UKF which only really needs the weapon rack upgrade due to its long-range orientation n terms of infantry and superior defensive bonuses = better at stalling. Just as one example: The minimum total resource cost (teching + unit cost - starting resources) for Ost to get a StuG out is 615 mp, 265 fu. The same cost for UKF to build a centaur varies from 510 mp 230 fu to 910 285 fu (all upgrades, not counting AEC/Bofors because teching for them without building is just stupid, and thats a unit before centaur) i.e. all else equal, the UKF player can get a Centaur out upto 2 mins before the first Ost StuG by neglecting upgrades. Or 5 mins in the case of Centaur-P4 comparison (P4 costs 135-90 = 45 extra fuel) Against USF there is a similar issue on a lesser scale fuel wise. Also, vs USF, ost has much steeper mp costs. E.g. total mp cost for stuG - 615 mp. mp costs for sherman vary from 380 (min) to 680 (max). Obviously the real difference is lesser but its still enough for an extra squad in most cases. Factor in the 'free' officer squad (which is basically an extra rifle squad) and the mp disparity gets skewed more. 2) Poor infantry scaling late game. Especially in light of UKF and USF infantry late game which have superior veterancy (both UKF/USF) and superior weaponry (UKF only). 3) Some over-priced/underperforming units in terms of resource expenditure. PzIV comes to mind (compared to cromwell) In: COH2 Balance |
Thread: Team games gameplay in worst state since launch29 Oct 2015, 19:11 PM
Welp, with the churchill nerfed. I better get to abusing some comet broken WP shells that have the range of a jagdtiger to be fired from. StuGs 4 life! In: COH2 Gameplay |
Thread: Team games gameplay in worst state since launch29 Oct 2015, 16:40 PM
True. I should have amended my post with the qualifier 'most'. Will do that now. In: COH2 Gameplay |
Thread: Win as UKF no centaur, no FF27 Oct 2015, 14:06 PM
Yes, I have won as UKF without Centaur, FF or Churchill. I wouldn't have used air superiority either, but I think he could have gotten out of it easy. In: Replays |
Thread: Ost/Sov Halftrack Veterancy27 Oct 2015, 08:58 AM
I haven't really had a problem with the veterancys, of course it's hard to get them to high vet without weapon upgrades but imo this is justified I know that. Thats exactly why I suggested that upgrade should convert it into different unit with different vet bonuses and exp requirements. Though now i feel it would be easier to just have two different units with different vet bonuses and exp reqs. Probably easier coding wise, and the assets already exist. And i know the HT are for support. If you look at their vet bonuses, those reflect that too (increased reinforce radius, faster movement, more sight) which makes it a shame that the bloody bonuses are impossible to achieve! In: COH2 Gameplay |
Thread: Team games gameplay in worst state since launch27 Oct 2015, 08:51 AM
Probably I just suck at the game but me and my mate we can't win anymore. If you guys hold both fuels, and they can pull out centaurs then you aren't teching up fast enough and/or not building caches fast enough. Most Brits basically only have one strategy: rush centaur. There's simply no way they can rush it out before you guys can build pz4/stuG/JPIV if you hold both fuels. Keep an eye on your resource and tech up when you can and you have enough units for map presence. In: COH2 Gameplay |
Thread: Ost/Sov Halftrack Veterancy27 Oct 2015, 08:06 AM
Yes, I know its a low priority issue, but it can be fixed easily, and I wanted to raise awareness of it. We can only hope the devs will see and decide to act on it someday. In: COH2 Gameplay |
Thread: Ostheer Panther/T4 is Overpriced/Underwhelming27 Oct 2015, 07:45 AM
The problem is relic said they gave players the chance to skip Battlephases.But as ostheer,you can hardly skip T3.You simply need that Stug or Ostwind to counter the Allies in mid games. If you skip the T3, you sucks due to the bad map control.Even though you get one panther which is only good at anti-tank,what can you do then?You still lose. This. This is exactly what I meant. In: COH2 Balance |
Thread: Ost/Sov Halftrack Veterancy27 Oct 2015, 05:51 AM
I'm not saying that ostheer is a weaker faction, nor saying that this is an imbalance. The whole point of the thread is HT veterancy. I only mentioned the upgraded variants to show that we can't just decrease the exp reqs as that will indirectly buff the upgraded HTs, nor directly add in reinforce to upgraded HTs. elchino's idea is a good solution too. In: COH2 Gameplay |
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