Any thoughts on the armor upgrade? I'm of the opinion it should either be stock (with a base unit cost increase), or become a MP + fuel cost upgrade rather than cost 70 munitions.
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Steam: 76561198073335594
Residence: United States
Nationality: United States
Timezone: America/Vancouver
Game Name: Sully
Steam: 76561198073335594
Residence: United States
Nationality: United States
Timezone: America/Vancouver
Game Name: Sully
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Post History of Sully
Thread: M20 over nerf rofl9 Oct 2019, 15:07 PM
Any thoughts on the armor upgrade? I'm of the opinion it should either be stock (with a base unit cost increase), or become a MP + fuel cost upgrade rather than cost 70 munitions. In: COH2 Balance |
Thread: Vs sully and stark2 Oct 2019, 21:16 PM
Rushing Pgren shreks before we had any LV. S-Class big brain new game++. Honored In: Replays |
Thread: Scavenge Commander Thorough Salvage ability is still bugged26 Sep 2019, 15:39 PM
Looks like they forgot to publish the change in the patch notes... Thorough Salvage renamed to Thorough Scrubbage We feel that it is too unrealistic for salvaged weapons to simply vanish, breaking immersion. Instead OKW troops will now scrub abandoned team weapons until they're spotless for their next user. The time it takes to complete Thorough Scrubbage has been reduced and Fuel/Munition income removed. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should be completely useless, i.e. in a good spot.
In: COH2 Bugs |
Thread: Summerpatch Bugreport23 Sep 2019, 15:40 PM
The sprinting medics were enough of a change to help with them chasing models around too much, reducing the range so much is overkill and creates more issues for people than it fixes in my opinion. There are times when you can place it right up next to your main HQ and if the angles are bad/awkward the medics will ignore units that retreat to the far side of the HQ. Doesn't seem to affect Ost medic bunkers, something to do with the starting point of the 20 range I assume. Even on 2v2 maps where your bases are apart, I can no longer place a Battlegroup to both heal my units at HQ and heal a carefully placed LEFH. Playing against an enemy who likes to shell/rocket arty your base after a big retreat? Enjoy losing even more squads due to having to stay clumped up even closer to your healing tech. In: COH2 Balance |
Thread: Summerpatch Bugreport23 Sep 2019, 05:35 AM
Not sure if this is related to the patch, but medics on OKW Battlegroup sometimes don't heal injured troops even when truck is next to base. I end up having to move infantry to other side of truck to get the medics to heal. Yeah, the medic search radius for the Battlegroup feels awful now. Seems more like 10 range than 20. Really unecessary change. In: COH2 Balance |
Thread: Summerpatch Bugreport13 Sep 2019, 19:06 PM
JagTiger requires all three trucks converted (same at the KT) in order to be called in. It was stated within the mod feedback thread that it should only require Upgraded Schwere Truck. In: COH2 Balance |
Thread: Jagdtiger not reliable anymore?13 Sep 2019, 19:01 PM
To clarify, it's not a timed ability, it fires a set number of shots every time assuming you do not give it another command mid barrage. 3 at vet 0, 5 at vet 1. The main issue with it is its inconsistency finding the target. If it's a totally open firing lane with not even a hint of debris/shot blockers it can be good, otherwise a lot of the shots collide with objects/terrain early and do nothing. Doesn't matter though, they're not going to change it now so no point discussing its merits. It is what it is. In: COH2 Balance |
Thread: Jagdtiger not reliable anymore?13 Sep 2019, 17:06 PM
Thanks for the info as always! I can't say I agree with the vet requirement differences (which are significant in my view) since vet levels 1-3 are technically worse than the cheaper Ele. One last question I have is:
In: COH2 Balance |
Thread: Jagdtiger not reliable anymore?13 Sep 2019, 16:54 PM
Looking at the release notes and testing in game, I have a few questions.
In: COH2 Balance |
Thread: OKW September patch discussion6 Sep 2019, 17:26 PM
If an arc can't be added, I'd take a look at its AOE/Damage profile so direct/near hits do more HP damage. Wouldn't hate to see some AOE suppression thrown in either for some anti blob utility. In: COH2 Balance |
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