relic you might want to hotfix this...
- [00:00:11] OnCe_Ov3R:
- [00:00:35] Milk Please!:
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You can still watch the vid, guys
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Over should have known that the only chance of losing was this ability. Why no m20 mine spam around base? It's not like you didn't have the resources. How is saving up your ammo OP? I don't get it.
I don't think he was using nades...or anything in the game. Isn't that a tell that it is coming?
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Ability is not OP. The US base is just badly designed.
Over should have known that the only chance of losing was this ability. Why no m20 mine spam around base? It's not like you didn't have the resources. How is saving up your ammo OP? I don't get it.
I don't think he was using nades...or anything in the game. Isn't that a tell that it is coming?
You seem like a reasonable guy in your other posts. It baffles me that you think it is OK for a arty strike call-in to auto-win games.
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You seem like a reasonable guy in your other posts. It baffles me that you think it is OK for a arty strike call-in to auto-win games.
He didn't say it was ok. He said it only works because of the base design. So the arty itself is fine but the US base design needs changing so the arty can't be used in this way.
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Permanently BannedYet I see little to no complaining about this being OP.
I think the problem is not just with its ability to destroy HQ buildings, but the fact that the call in time is way too long. I mean, you could easily get a pak out of the way as soon as you see the red smoke to the extent that you could go from one end of the barrage circle to the other before 1 shell drops.
Off-map arty is quite useless against any competent player's infantry/tanks and maybe to a lesser extent, weapon teams. In coh1, off map arty seemed a lot more threatening and effective. Sure, it could be easily dodged by retreating, but being a lot cheaper and coming in faster, you could really ramp up the pressure on your opponent sending in a battalion of shermans to flank a panzer force, comprising of tigers and panthers - forcing them to move, all while taking hits from your tanks and the arty. In coh2, it's like you spend 180-200 munitions for an ability that would be absolutely useless tactically, it can easily be dodged since it takes ages to come in. It makes these arty abilities only useful at things that can't dodge and are reasonably high value - HQ BUILDINGS - and that's pretty much it. I mean, I've gotten a really sweet kill on about 10 volks squad members with the 155mm, blob capping a spot, which my opponent wasn't paying attention to, but I would have rather kept my 180 munitions and got bars...
It's pretty disappointing to see arty solely used like this, but how could you blame them?
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He didn't say it was ok. He said it only works because of the base design. So the arty itself is fine but the US base design needs changing so the arty can't be used in this way.
Exactly. It's a base design flaw. If they nerf the ability, then I suppose they need to nerf a lot of abilities. What is next. Nerf the B4? Nerf howies?
It's cheesy to win, but I don't consider this an auto win. It's a gambling win. You might lose trying to save up all that ammo in the meantime against a really good player. You also might have blown a perfectly good game that you will lose trying to do this.
This isn't the case for an "auto-win" like the Tiger Ace was. When that first came out....yea it was pretty much like pay 2 win. The tank got a nerf quite awhile after. What was worse than this was german strafe. Talk about OP....that was abused non stop.
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Exactly. It's a base design flaw. If they nerf the ability, then I suppose they need to nerf a lot of abilities. What is next. Nerf the B4? Nerf howies?
No, this works against soviet as well especially if they build only 1 structure. None of the units you list does the amount of damage in such short time as this ability.
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Ability is not OP. The US base is just badly designed.
It works 100% as well on a soviet player who does not spread his base buildings over a huge area (which you generally won't do because you're wasting time on your combat engineers by forcing them to walk around, and buildings in the back of the HQ area are less useful because you won't be able to reinforce near base exit when placing like that. That said soviets atleast have a "cheap" solution of building T1 (or T2) in the farthest corner of the base once they see jaegers.
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