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russian armor

20 Jun Patch

21 Jun 2013, 06:17 AM
#21
avatar of hubewa

Posts: 928

jump backJump back to quoted post21 Jun 2013, 05:02 AMPorygon
And they further nerf panzerfaust, what the fuck are they thinking?

Don't M3 and T70 trouble Ostheer enough?


Looks like they really want you to build that scout car.

But I would never understand why you would ever nerf the Panzerfaust... ever.
21 Jun 2013, 06:57 AM
#22
avatar of rofltehcat

Posts: 604

Um... the Panzerfaust and AT grenade change was in the patch from June 13th. I think it is just in these patch notes because of some copy&paste mishap.
They didn't nerf it anymore than it already was.
21 Jun 2013, 07:48 AM
#23
avatar of BeltFedWombat
Patrion 14

Posts: 951

What FUBAR design decision creates parity between a clunky hand-held grenade and a freaking *rocket?*
21 Jun 2013, 07:51 AM
#24
avatar of hubewa

Posts: 928

What FUBAR design decision creates parity between a clunky hand-held grenade and a freaking *rocket?*


Can someone confirm the launch range between a sticky and a Panzerfaust in COH1?

Whatever the case is, I'm almost certain you couldn't throw an AT nade 60 metres. Otherwise, the accuracy will be rubbish.
21 Jun 2013, 08:04 AM
#25
avatar of BeltFedWombat
Patrion 14

Posts: 951

Stickies in CoH were heat-seaking, could go around corners and warp the space / time continuum especially with Vet 3 rifles. But in all seriousness, 'fausts should have better range.
21 Jun 2013, 08:20 AM
#26
avatar of NorfolkNClue

Posts: 391

Happy to see this one!

- Fixed a selection issue with resource and victory points in the world. They are smaller now and it's easier to move troops around the points
21 Jun 2013, 08:58 AM
#27
avatar of Nullist

Posts: 2425

Permanently Banned
Dunno. Must be some internal alpha-tester pool that is pouring distorted information in that doesn't coincide with balance feedback here on CoH2.org or in the last weeks of closed/open beta feedback on Sega forum.
21 Jun 2013, 09:14 AM
#28
avatar of Strummingbird
Honorary Member Badge

Posts: 952

Apparently Shocks cost 480mp now, and come with PPSHs out of the box.
21 Jun 2013, 09:53 AM
#29
avatar of BeltFedWombat
Patrion 14

Posts: 951

Apparently Shocks cost 480mp now, and come with PPSHs out of the box.


That seems fair.
21 Jun 2013, 10:06 AM
#30
avatar of Nullist

Posts: 2425

Permanently Banned
The MP cost can be debated, but Im more concerned with notable and persistant Munitions float on Sovs.

As Ost it feels like a constant struggle to maintain all three resources, wheras as Sov I invariably end up with more Muni than I can even put into use.
21 Jun 2013, 16:22 PM
#31
avatar of rofltehcat

Posts: 604

Yeah they need to reevaluate all munitions abilities. Overall, Russians don't have enough stuff to spend it on and the things they spend munitions on are very cheap. Most Ostheer munitions stuff is too expensive with a few exceptions.
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