They have 50% longer burst duration.
They still suffer fotm accuracy penalty.
Profile of Katitof
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Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Post History of Katitof
Thread: Shocks more powerful on the move?30 Jan 2014, 18:58 PM
In: COH2 Gameplay |
Thread: Alpha Servers30 Jan 2014, 18:30 PM
Relic should give free skin or commander for playing on alpha battle server and viola, traffic greater then on current live. In: Lobby |
Thread: Shocktroops at 1CP30 Jan 2014, 18:28 PM
Rifles also very quickly recovered as soon as you stopped shooting at them. Cons shake in horror for 20 more seconds. Cover was more important only because we didn't had automatic weapons in 3rd minute of the game, which both factions now have and still the one in better cover wins. In: COH2 Balance |
Thread: Shocktroops at 1CP30 Jan 2014, 18:13 PM
The problem I have with the early game atm: That looks extremely similar to vCoH wehr vs ami BAR rifle matchup that was fine for past 7 years... All that will change when shocks will be at 2CP is instead of 3 con shock we will be back at 5 con shock strat. In: COH2 Balance |
Thread: Shocktroops at 1CP30 Jan 2014, 18:03 PM
Except the non firing bug there is absolutely nothing with ost sniper. It shoots twice as fast at max range as soviet sniper. If you want even better sniper, pick elite troops and vet3 it for ultimate killing power. In: COH2 Balance |
Thread: SNF / Halftrack30 Jan 2014, 17:19 PM
To add to that, it would be absolutely counter intuitive to following things: -medkits -forward bases -forward med bunker -medical supply drop In: COH2 Balance |
Thread: Sniper in Scout Car30 Jan 2014, 15:09 PM
Yea, right, my comment was too harsh and inappropriate, his 2vs2 stats seems fair enough. So i apologize for it. Let me point out that me playing mostly 2v2 means that I often go against double sniper strats, which cause more mp bleed. I've also never said its simple. I've said it works. I might not play 1v1 much as I personally don't have as much fun there, but I watch enough casts to fully realize how top level play works. After all, these strats there are being used by players better then me and they seem to handle it well, thou T1 play is extreme rarity and its all about T2+shocks to call in tanks. Based on 1v1 casts and my 2v2 experience snipers are much bigger problem in 2v2 if I can call that a problem at all as again, you often see two of them, which is not really affordable in 1v1 against aggressive german, but you should know that already with your rank. And last but not least, most 2v2 maps are same 1v1 maps, so its not as much of a difference between 1v1 and 2v2 as it is between 2v2 and 3v3 where maps are completely different and much bigger. I think, Ooray ability should have a penalization after the ooray it's done (same as Rangers in COh1). vCoH fire up also gave complete suppression immunity for duration, press a button, brainlessly charge up, lob nuclear pineapple nade and you have free MG42 for using ability that didn't even cost muni if I remember right. In: COH2 Balance |
Thread: Sniper in Scout Car30 Jan 2014, 13:23 PM
edit: too hasty on commenting In: COH2 Balance |
Thread: Sniper in Scout Car30 Jan 2014, 12:00 PM
This isn't about Guards, stop trying to make it about Guards, that's a completely different issue. This is about Snipers in Scout Cars. Then use upgunned AC and make a long flank. What stops you? Conscripts that you can outrun? In: COH2 Balance |
Thread: SNF Tiger Ace news30 Jan 2014, 10:10 AM
That TA change sounds just right to me. If something is as OP as TA it would be fair enough to beat it up with nerfbat and not compansate for anything, because if you nerf OP unit and compensate for the nerf, you end up at spot zero where you have op unit. And if thats not enough for you, not stopping your economy completely is already a huuuuuuuuge compensation. In: COH2 Balance |
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