Comprehensive 5.1.3 Feedback

Talk about CoH1 or BKMOD1 in general.
User avatar
Warhawks97
Posts: 3150
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: Comprehensive 5.1.3 Feedback

Postby Warhawks97 » 07 Mar 2018, 18:28

The churchills have 120 range. ST 200. I cant see how they are on one level. ST can give a counter shot to any arty unit so far, only priests might be difficult. That means: ST can counter arty, Churchills are only vs defensives. I just want the ST to fill a similiar role: Killing defensives. Right now it does everything, but not that for the reasons i mentioned and which you have overseen.

Brits are quite OK are think. Very specialized and all units more or less at same cost level.

If you wish i can send you all arty units and their ranges. You would quickly notice how ridicolous some of them are. Unnecessary high cost.

Also you are funny. Yes, brits can counter heavies. But they trouble if you keep spamming cheap and medium costing units at them. I never get for anything bigger than panther bc of arty, 17 pdrs etc. If two stugs overrun a 17 pdr you have made a good deal already.

If you play Terror and WH vs brits i would reccomment to go for firestorm, grens, flame nades, storms and stugs/cheap tank IV H and ostwind and Puma.

Going for the big and expensive stuff is the mistake most axis do. And when those things do not work its impossible to play. In this regard CW US combo is far more dangerous than only brits or only US.

Mr. FeministDonut
Posts: 268
Joined: 13 Aug 2015, 21:05

Re: Comprehensive 5.1.3 Feedback

Postby Mr. FeministDonut » 07 Mar 2018, 19:11

Warhawks97 wrote:Also you are funny. Yes, brits can counter heavies. But they trouble if you keep spamming cheap and medium costing units at them. I never get for anything bigger than panther bc of arty, 17 pdrs etc. If two stugs overrun a 17 pdr you have made a good deal already.

If you play Terror and WH vs brits i would reccomment to go for firestorm, grens, flame nades, storms and stugs/cheap tank IV H and ostwind and Puma.

Going for the big and expensive stuff is the mistake most axis do. And when those things do not work its impossible to play. In this regard CW US combo is far more dangerous than only brits or only US.

Good luck attacking with stugs the 17 pnd and other camo TD's, that will going to wreck your tanks by taking one first hit. Not even talking about letting someone lockdown the map, while you are saving resources for another medium tank and going for such risk, since gun reveals themselfs only after 2 shots.
And about churchills: Yes, I agree that range should be lowered, but churchill should be nerfed at least in terms of armor. It is always in the safe and even if you manage to make a breakthrough with infantry or medium tank, you won't penetrate it anyhow, so we get to it again, using heavy tanks.
Every 2v2 game I was trying to use counter-artillery with walking stuka, while using other support guns, but it all ending in one result, you won't have a heavy tank dealing with qualified CW infantry, while medium tanks will die like a flies to rushing bazookas and cromwells, sometimes teammates blaming personnaly me, that I ain't go for heavies.
Last edited by Mr. FeministDonut on 07 Mar 2018, 19:55, edited 1 time in total.

User avatar
Warhawks97
Posts: 3150
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: Comprehensive 5.1.3 Feedback

Postby Warhawks97 » 07 Mar 2018, 19:52

From my experience the combo of puma, 50 mm, mortar, puma and tank IV always worked when brits were alone.

All of these brits units cost over 300 MP. My tank IV J just 380. You need to be cold as ice sometimes.

But let alone that 17 pdr will hardly hit a Puma (read other topics) with less than 40% hit chance while camo. You can do it this way or battle them down slowly. I fear brits early game most due boys, bren, sappers, lt and recce. But as soon as you managed them you can battle them.

Brits would need a fully intact defense of Boys AT, 17 pdr and something to counter your mortar. But yours comes first when playing WH.

But the end is, no matter if panther or tank IV, if you run into an hidden achilles which uses AP he will likely oneshot you anyway due the massive boosts.

So how does it make a difference except that stugs coming incredible fast while panthers coming so late that brits has build up defense. VS RE using the walking stuka becomes mandatory when you go for panthers.

The pumas, mortar, stugs, tank IV´s coming simply too early plus you can be aggressive. Your back up is a 50 mm and at least one Puma with 20 mm. That means your back up defense is far cheaper than those of brits.

Time of availability is more important than pure brute power.

User avatar
Redgaarden
Posts: 322
Joined: 16 Jan 2015, 03:58

Re: Comprehensive 5.1.3 Feedback

Postby Redgaarden » 08 Mar 2018, 09:30

Hmm, I think the reason why JagdPanther has more HP is because it's more of a "heavy tank hunter" which is also more expensive so the HP is higher to avoid getting one-shoted and so on... So I think it's fine.


Rich.

Imo, flank speed doesn't fit the gameplay. Tank/vehicle speed and acceleration should be balanced carefully to fit their role and weight out other specs like armor, firepower, price. Flank ability just allows you effortlessly withdraw from danger, chase down tanks/vehicles and bypass AT guns with unnatural, ridiculous speed.


What is your opinion on Blitzzkreig in blitzkreig doc?
Rifles are not for fighting. They are for building!


Return to “General - CoH1 / BKMOD1”

Who is online

Users browsing this forum: No registered users and 9 guests